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Consistency of Cross-Platform Game Experiences and User Satisfaction

This research investigates the impact of cross-platform game experience consistency on user satisfaction, highlighting its significance in the gaming industry. Findings indicate that consistency in game experiences influences players' purchasing intentions more than price, emphasizing the need for developers to focus on delivering high-quality, unified experiences across platforms. The study contributes to the understanding of user behavior in gaming and offers insights for improving multi-platform game development strategies.
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0% found this document useful (0 votes)
25 views10 pages

Consistency of Cross-Platform Game Experiences and User Satisfaction

This research investigates the impact of cross-platform game experience consistency on user satisfaction, highlighting its significance in the gaming industry. Findings indicate that consistency in game experiences influences players' purchasing intentions more than price, emphasizing the need for developers to focus on delivering high-quality, unified experiences across platforms. The study contributes to the understanding of user behavior in gaming and offers insights for improving multi-platform game development strategies.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Volume 10, Issue 1, January – 2025 International Journal of Innovative Science and Research Technology

ISSN No:-2456-2165 https://doi.org/10.5281/zenodo.14651270

Consistency of Cross-Platform Game


Experiences and user Satisfaction
Yang Hengran
PhD, Department of Global Fine Art
Suwon-si, Gyeonggi-do, Korea

Abstract:- Cross-platform support is considered an chains, with relationships between game developers and
important aspect of the development of multi-platform platform providers playing key roles in the sale and
video games. This research aims to determine the effect of distribution of these experiences. On the other hand, the
the consistency of multi-platform game experiences on content type created by combining narratives, mechanics,
users' perceived experiences in terms of player aesthetics, and plotlines is unique. Games deliver player
satisfaction. Using conjoint analysis, we collect gamers' experiences that often combine visual, sound, and emotional
multi-criteria evaluation ratings to proceed with this immersion, teaching culture through graphics, sound, and
research. Our results show that game experience music, and leave players telling stories about experiences
consistency has a greater impact on players' purchasing they had in their virtual gaming lives. These unique types of
intentions compared to the price of a game. We propose experiences can bind us together socially and through shared
that the dramatic impact of consistency on player values, emotions, and communication. Our belief is that this
satisfaction demonstrates the importance of game combination of technology and experience enables
experience quality more generally. Our research interactive games to unlock profound user experiences.
contributes to the literature about video games and
psychology and offers insights that can aid game While the qualitative value of games might be unique,
developers in making better decisions concerning multi- several macroeconomic indicators of performance
platform video game development and enable developers demonstrate the growing importance of the industry.
to provide better game experiences to their target gamers. Humorously, no longer are gamers portrayed as teenage
males working out of their parents' basement. Now the
Keywords:- Cross-Platform Gaming, Gaming Industry average age of a gamer is over thirty-four, and women over
Insights, Game Experience Consistency, Platform eighteen fill forty percent of those ranks, playing on devices
Compatibility, Expectancy-Disconfirmation Model. ranging beyond computers and game consoles to phones,
tablets, and phablets. In 2017, the industry transcended
I. INTRODUCTION movies and sports as entertainment revenue from internet
games alone surpassed those sporting industries. Nowadays,
As entertainment becomes digital, the performance of it is common to see actors from traditional media, popular
content creators in delivering their product becomes brands, and endorsements crossing into the gaming space to
increasingly linked to technological foundations. This paper reach a wider audience and demographic. We witness a more
focuses on the special case of one particular content type, the mature phase as a combination of technological feasibility
consumer market for interactive games. We argue that games and commoditized markets has driven an explosion of game
are unique due to the experiences they produce along the path content, competition, and developers. Yet, amid this
traversing two distinct worlds. On the one hand, games are proliferation of game content, debates rage over whether
software applications that execute on platforms with game experiences are now too homogeneous across platforms
producers, creators, marketers, and hardware manufacturers. offered as gaming technology has consolidated and
Games occupy particular places in supply chains and value converged in favor of standardized hardware.

Table 1: Here is a Proposed Table Summarizing the Macroeconomic Indicators of Gaming based on General Trends
Indicator Details
Industry Growth Rate Gaming industry surpassed movies and sports combined in revenue as of 2017, continuing
significant growth.
Average Gamer Demographics Average gamer age: 34 years; 40% of gamers are women over 18 years old.
Revenue Statistics Internet gaming alone generates higher revenue than traditional sports industries.
Platform Diversity Gamers use a variety of platforms, including PCs, consoles, tablets, and smartphones.
Cross-Media Integration Increasing collaboration with actors, brands, and endorsements from traditional media into
gaming.

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ISSN No:-2456-2165 https://doi.org/10.5281/zenodo.14651270
A. Background and Rationale Thereafter, we discuss how cross-platform games moderate
Consoles and PC have been the two main platforms for the impact of network externalities and provide another
video gaming since the earliest days of the industry. rationale for why game vendors put effort into converting
Consoles, with dedicated hardware configurations, simplified single-platform games to viable cross-platform ones. Before
setup and ease of use, have been very effective. In fact, game we summarize, we discuss three challenges game vendors
console penetration has long been higher than PC gaming, may face when applying advanced AI techniques for
and console games have generally demonstrated strong rental developing cross-platform games.
markets. The low cost of game programming has meant that
there are hundreds or thousands of games on every platform; We are motivated by the observation that many game
as a result, game rental has provided opportunities for players vendors are willing to convert single-platform games to
to try many games to find those most pleasing to them, and viable cross-platform ones. Furthermore, if or once cross-
rental has increased the popularity of gaming. The variety of platform games win significant market share, game vendors
games available has continued to sustain the popularity and may put less effort into creating games on other platforms
profitability of game consoles. PC games, on the other hand, separately. Then, as end-users and developers, we might be
usually have considerably higher production values than interested in investigating factors that moderate the
console games. As a result, they usually receive more consistency of cross-platform game experiences and, in turn,
attention from the media. They also tend to have longer shelf user satisfaction, and the effects of consistent game
lives and higher user satisfaction scores, but sell in lower experiences on consumers and firms in the context of cross-
volume. platform game markets. To provide some insights, this article
addresses strategic interactions between game consumers’
B. Research Objectives platform choices and utilities from game qualities in a two-
Over the years, as game hardware managed to improve sided market.
each and every day, game software underwent a
transformation process to the extent of becoming refined. At II. THEORETICAL FRAMEWORK
this stage, games, which continue to be a part of every age,
are also strengthened by the hybrid paradigm and access Despite the consumer intertwining of diverse media
options. By this time, being able to get a complete play and platforms, no consensus has emerged regarding the
access in different environments has become a main significance of video game user experience and how well-
requirement for video games. Here, in this study, for cross- maintained cross-platform uniformity among game versions
platform mobile games, the aims are to set out the users' can contribute to gamers' user satisfaction. From the angle of
levels of experience depending on the platform, player the user experience of gamers, we built and tested a
feedback in terms of causing loss, control dimensions, and the theoretical framework of the influence mechanism of high-
consequences of these dimensions on satisfaction, platform quality cross-platform game experience on user satisfaction.
loyalty, and specific criteria, and to establish the diverse The results provide valuable insights for developers to create
effects of factors involved in this ecosystem. a unified experience within the constraints posed by cross-
platform display hardware and system software. The results
The objectives of our study can be summarized as also offer different implications for researchers and the
follows: Determination of the platform participants use and gaming industry, as meeting the increasing need for cross-
are most pleased with, thus establishing the equitableness of platform experience unity brings considerable challenges and
the consistency of cross-platform games. Control Dimension: market opportunities to platform managers in the video
What control dimensions like graphics, gameplay controls, gaming industry.
timing, and spillover contribute toward user loss. To
determine the relationship between platform and experience This research explores the influence mechanism of
and what effects experience has on satisfaction. To present cross-platform game experience consistency on user
the role of game control elements in causing loss and satisfaction, from the perspective of user behavior in the non-
controlling some of the dissatisfaction. To explore the impact functional attributes and the manifestation of user experience,
of dissatisfaction and control on platform loyalty, and what by building a Cross-Platform Game Experience Consistency-
role exactly control dissatisfaction and general dissatisfaction User Satisfaction Model and verifying the model. This
play in these two. research applies expectancy disconfirmation,
disconfirmation, and emotional congruence as theoretical
C. Structure of the Article bases to study the effect of cross-platform game experience
The structure of the article is as follows. In the consistency on user satisfaction. This concept refers to users'
following, we will explain the motivations for considering cognitive disconfirmation and users' affective emotional
cross-platform games from the perspectives of game vendors congruence, which also generates user satisfaction. Our study
and users. Following the motivations, we outline the contributes to academic literature and managerial practices by
dynamics of the game vendor’s considerations during suggesting theoretical bases to explain the influence
conversions from PC to console platforms and vice versa, and mechanism of cross-platform game experience consistency
discuss the factors that moderate the consistency of cross- on user satisfaction.
platform game experiences and, in turn, user satisfaction.

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Fig 1: Cross-Platform Usability Model Evaluation

A. Definition of Cross-Platform Gaming technological and contextual situations, allowing the players
There is no clear and sophisticated definition of cross- to have the freedom to use as well as to experience the same
platform game experience yet, whereas the cross-platform protean gaming content and hardware system. The cross-
game is well explained. So far, to define the cross-platform platform game experience has been inspired and accepted
game experience, we adopt both "cross-platform" from a since the advancement of computer, software, and network
computer science perspective and the characteristics of technologies.
adventurous video games. As for the cross-platform concept,
it indicates the capability of a system to run application B. Importance of Consistency in Game Experiences
programs of different vendors' user interface technology in a Consistency in game experiences refers to players'
heterogeneous environment. For example, smartphones using experience patterns remaining stable when their gaming
different operating systems and software platforms can run content or platforms change. For dedicated gaming platforms,
the same game applications in the current environment just such as host computers and TV video game consoles,
by translating from one platform to another. However, the dedicated game content is the majority of gaming content
operating systems of devices can significantly influence the used, with the game environment fixed during the gaming
user experience of gameplay. Moreover, the perspective of process. Consistency in game experiences is not difficult to
cross-platform refers to the deployments of software of achieve. In recent years, the concept of cross-platform
information systems across a number of platforms such as gaming has gained popularity. With the combination of
computer and mobile, or different IP communication specialized desktop game experiences and flexible mobile
channels for streaming, broadcast, download or peer-to-peer game experiences, users make more and more reasonable
connections. demands for different gaming content and platforms. These
dedicated gaming contents have become the minority for
The majority of cross-platform video games designed using a simple game shell to transplant games to various
with the capability to be played on multiple gaming platforms dedicated gaming platforms. Therefore, how to ensure that
make them "experientially multi-situated." In other words, diversified gaming content ensures consistent user
they allow users to participate in the same gaming content and experiences for different platform games is a key point to
gaming system across different gaming platforms. With consider. Researchers believe that consistency in game
specific characteristics of cross-platform video games, we experiences would thus significantly affect the acceptability
define cross-platform game experience as the gameplay could of cross-platform gaming.
occur across different gaming platforms in different

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For some games with specific themes, such as the real economy, and the performance of game space
MMORPGs or MOBAs, game operators launch new games nourished each other.
or add game content to new platforms for different target
customer groups. There have been rich cross-platform game It also made the cross-platform financial model rich and
customer communities. Allowing two gamers, who may play diverse, and many game contents became the main aspect of
the game on different platforms, to play against or work with implementation. With gaming systems starting to experiment
each other is an important method for game operators to in the cross-period, game hardware was separated from the
enhance the competitive benefits of the gaming content platform. Thus, during the second-generation cross-platform
provided. Therefore, ensuring consistency in the game game convergence period, some third parties launched a shell
experience has been seen as crucial. browser that could be embedded in the game to facilitate the
acquisition and use of internet-related service functions
C. User Satisfaction in Gaming across various game platforms. At that time, cross-platform
In recent years, the consistency of game experiences has gaming was already a tacit understanding between players
been clearer with the development of multi-platform games. and the development team, rather than a value selling point.
Gamers have become accustomed to experiencing games on Independent multi-platform games represent the third
multiple platforms. From a user experience perspective, the generation of cross-platform games, and these games can run
consistency of a game is important and plays a deciding role on different operating systems, such as Windows, Mac, and
in their satisfaction with the game. Especially in cloud Linux. At the beginning of online gaming, the most
gaming, the same game content and the same frame rate can significant value in the development of cross-platform games
be provided by different cloud gaming platforms with varying was the ability to abandon artificially set boundaries. After
network latency. However, the satisfaction levels of users that, game developers built a financial model suitable for the
differ for game experiences played on different platforms. time. However, these boundaries have never really
Users would thus face significant challenges in predicting disappeared and are often more rigid than before. The
their satisfaction levels when playing games on different definition of cross-platform games provides a theoretical
platforms, especially when they have never played the games basis for the theme of this study and will later be applied in
before. the game sales channel to examine the degree of game
channel configuration and the differences in evolution.
Game development companies need to choose the game
platforms that will maximize the satisfaction levels of users. B. Studies on Consistency in Game Experiences
Will real demographic characteristic differences in terms of The effect of cross-platform game development and
consistency exist in different gameplay experiences for the operation is very diverse, as players' choices of devices to
same game across different hardware provision methods? play and compete may vary. Studies found potential game
design best practices in this perspective, including the
III. LITERATURE REVIEW similarity of player experiences on different platforms.
However, notable differences in the game experience among
This section undertakes a comprehensive review of different groups were also reported. Given the advancements
literature relating to the consistency of cross-platform game in technologies and their associated efforts in transitioning
experiences and user satisfaction. the most popular games onto multiple platforms, we are
interested in the consistency of player game experiences and
A. Evolution of Cross-Platform Gaming their association with satisfaction. This study explores the
Cross-platform games can be summarized in three impacts of device-related consistency on user satisfaction, as
generations: browser-based games, console-web connection well as the moderate relationships between consistency-
games, and independent multi-platform games. The period related variables and several centrality dimensions.
from 1999 to 2008 is the first generation of cross-platform
games, which are browser games. This was also a time when A consistent game experience across devices has been
online games became increasingly popular. Browser games proposed as a general rule of thumb for cross-platform game
are not restricted by time, location, or other issues. Players development. Prior work established so-called cross-platform
can play the game using applications without having to game design best practices to offer mobile players an
download or install programs. At that time, browser gaming experience that aligns with console players' expectations of
technology stimulated the game industry to reduce copyright traditional favorites. These best practices include ensuring the
content and develop a large number of free games. game is the same on all platforms, allowing players to face
the same challenges, and providing the same functional
In the second generation, browsers became internet capabilities. Moreover, the suggested similarity in this
game consoles, which had limited functions for gameplay and context, such as features and mechanisms, may extend into
exchange. Players could use money spent in the online game storylines and controls for consistency of interaction between
store to buy physical games and check game information or players. Consistency at the event level may influence players'
participate in game trading through the website. In this era, connection with the game through universal experiences and
players could clearly understand the behavior data of their shared storytelling among multi-device groups. We argue that
friends or enemies in games and real life. This transparency game developers who encourage cross-platform activities,
also became a bridge connecting the virtual community with such as using a single gaming account, friends list, entry into

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ISSN No:-2456-2165 https://doi.org/10.5281/zenodo.14651270
the gaming environment, and leaderboards, can maintain the relationships, differences, trends, and/or interactions
similarity and thus create consistent game experiences. between the different cross-platform game experiences and
the user satisfaction with them, and draw apparent
C. User Satisfaction Metrics in Gaming conclusions from this designed user study. In the user studies,
User satisfaction metrics in gaming form a new area of 56 students from different schools were recruited.
research. The metrics have been categorized into an internal
and an external category. For the internal category, real-time This study is designed based on the user study
in-game feedback from game clients would be the most recent technique, which aims to explore real-world problems and
available source for developers to understand how, when, and extract deep meaning by conducting a user study with a
why players respond with enjoyment. It has been proposed to dedicated approach. The dialogue between the participants
explore three core game-playing enjoyment factors: skill, and game designers is emphasized to fully understand the
flow, and playfulness, to develop an automatic enjoyment users' experiences, especially cross-platform meaningful
evaluation method to provide real-time in-game enjoyment experiences. The rich, detailed answers and empirical data are
feedback to help the real-time anti-cheat mechanism in casual collected from the participants with unbiased structured and
games distinguish between normal users and cheaters. "We unobtrusive tests. To analyze the collected answers and data,
can integrate the approach that effectively captures the the statistics and qualitative data analysis were attempted,
emotional context of player-experienced emotions derived which combine structured and unobtrusive applicable data
from amusement while the player plays the casual game and analysis methods. Finally, the apparent conclusions are drawn
offer the progress through three representative metrics: from the designed user study. The linked play is implemented
amusement problem, affective gamer satisfaction, and as a cross-platform design case, which was designed to
amusing behavior." Furthermore, other researchers proposed evaluate the extended experiences with new game design
taking advantage of user data unexpectedly generated from opportunities provided by more comprehensive and
the daily use of console games to improve their experience. complicated cross-platform games, but the results and their
Their prototype platform, which depends on local crowd analysis can also be extended to other user experiences like
contributions, will provide at least 20 game enjoyment educational experiences.
mechanisms rooted in player preferences and affect metrics.
The service will be available during the players' gameplay. A. Research Design and Approach
With the advent of digitalization, almost every industry
The external category of user satisfaction metrics has been affected with various consequences, and the gaming
proposed in gaming research has been mainly modeled on industry is no exception. The computer gaming industry has
traditional consumer market research using questionnaires as undergone considerable expansion. Many game developers
a service that provides different product distribution channels are now creating digital games on various platforms,
to achieve different gaming research levels. Some service including PC, television, smartphones, and tablets. This
creators hope that retail product sellers take advantage of the highlights the importance of seamless quality in the gaming
service to attract game players, and in return, the service experience—providing game players with compelling and
creators can get visitor conversion revenues. For example, it engaging experiences that unite gameplay across platforms.
has been promised to visit visitors when evaluating consoles Cross-platform gaming enables players on different platforms
before purchasing the latest game; they bargain at the retail to play together without experiencing platform dependencies.
store for a discount because retail store customers are also Players on different platforms can now potentially enjoy the
eligible for cashback rewards by visiting business partners. same gaming experience by playing together cross-platform.
On the outdoor platform, after the visitor monetizes through
the casino game API, the visitor conversion revenue has Game development is a multifaceted process, and cross-
increased from 40% to 50%. In another example, an exclusive platform design is increasingly noteworthy as different
analysis of gaming integrity was performed. They analyzed platforms currently used for playing games require a
the game for a month and provided feedback reports and ideas consistent game design to avoid impacting the gaming
about players' first-date expectations and claimed that they experience on different devices, thereby reducing the gamer
knew gamers' personal policy. experience in terms of engagement. One of the most
challenging aspects of developing games for all platforms is
IV. METHODOLOGY creating a positive and unified experience across all targeted
platforms. The development of games now has to consider
To fully analyze the user satisfaction with the diverse platforms, and developers' objective is to allow all
consistency of cross-platform game experiences, we designed gamers an opportunity to experience the game meaningfully.
a user study based on the following steps: 1) a survey to However, differences between various platforms may limit
collect rich, detailed information about the players’ game accessibility and decrease the gaming experience. For
experiences, especially the detailed comparison of the cross- instance, developers may build enhanced graphics and
platform game experiences; 2) a quantitative survey for the capabilities into games for certain platforms, and the games
psychological experience indicators; 3) an interview to may not display or operate correctly on all devices.
collect the attitudes, opinions, skills, or knowledge from the
players; 4) a tutorial with the linked play experience, which
aimed to collect samples of cross-link experience types; 5) a
statistical and qualitative data analysis that aims to explore

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B. Data Collection Methods V. FINDINGS AND DISCUSSION
The proposed study will utilize a quasi-experimental
research design. During the development process, The cross-platform environment has not been able to
quantitative data will be collected through in-game telemetry, provide complete interoperability that would create a
gameplay observation logs, questionnaires, interviews, and consistent experience. Technical inconsistencies when
focus groups. The primary objective is to reveal the functioning in the cross-platform gaming network,
characteristics of the cross-platform entertainment gaming specifically in relation to the preservation of the product's
experience aesthetic. The current research proposal concerns quality, have an impact. Just one aspect of the perceived lack
the aesthetic experiences of entertainment games delivered on of consistent quality is that most of the respondents would use
different platforms. This study focuses on the cognitive- specific platforms for the titles available on them, and not just
affective experiences from a user-centered perspective. based on convenience. Consistency itself is manifested in the
Specifically, data is collected concerning the extent to which need, by most respondents, to use the same platform for each
the cross-platform gaming experience is consistent. Further, particular game to maintain the same look, the same
by comparing the extent of consistency with the overall performance standard in terms of graphics, and the
gaming experience, potential differences in terms of these performance of the game. The discrepancy between the
cognitive-affective constructs are qualitatively explored. expectations of the gaming community and the current
Finally, with regard to the use of game platforms, a key capabilities provided by game manufacturers could be
feature is the domain in which the platform will be associated with the tough competition and rapidly changing
implemented. game developer economy. These trends require the
developers to focus their attention on the creation of high-
User experience in actual gaming scenarios may be quality games and strive to meet the expectations of particular
affected significantly by the platforms through which game users.
content is delivered. This is of particular concern when games
are developed for learning purposes or serious purposes, yet Technical quality inconsistencies are associated with
it must also be considered when addressing the reasons for those external conditions that the producer cannot directly
why consumers purchase, play, and use games within various control. However, this inconsistency singlehandedly creates
genres. Furthermore, a platform's inherent characteristics, negative experiences for the user. At the individual level, it
such as display type, cognitive complexity, and fine creates user frustration and reduces satisfaction with both the
detection, may have effects on the player's entertainment gaming experience and the platform. A reduced user
experience. Additionally, the user's learning motivations and satisfaction level, in turn, can determine customer purchase
intention to engage in gaming are influenced by opportunities decisions and stronger loyalty to the specific brand. At the
to consume. This first type of limitation addressed the fact macro level, reduction in satisfaction might be passed on in
that while multi-platform product offerings could bad word-of-mouth, which reduces the willingness to buy
successfully reduce the risk game developers face with trying from recommendations. Moreover, not peaking potential of
to apply the appeal of a game across target market segments all available platforms to support the user experience might
and revenue potential, no research has yet explored gaming result in reduced sales, and the gaming industry, being very
experience consistency across platforms or within game dynamic, might not survive well such that a commitment of
content categories. The proposed study, thus, seeks to offer the gaming community to platforms will weaken and
recommendations and empirical evidence to fill this void. alternatives will emerge. For this particular study, the quality
inconsistencies were captured while using objective data;
C. Data Analysis Techniques however, in the future, it would be beneficial if, in
To accomplish the research objectives and have a better determining the concept, to supplement this research with
understanding of these, several methods of data analysis were subjective data to better understand the perceived quality
adopted. This section provides a discussion on the data inconsistencies, and thus try to outline systematic strategies
analysis techniques that would be used. to alleviate the effects of such inconsistency. The problem has
both management and policy implications, and the study also
Descriptive Analysis Descriptive statistics is a enriched the scientific quest to understand the consumer in
methodology of data analysis that helps to describe, terms of collective gaming in the specific, and in terms of user
summarize, and present the data in a meaningful and satisfaction in general.
understandable manner. Generally, descriptive statistics
provide the basic measurements regarding the specific
characteristics of the research sample. Descriptive statistics,
which consist of tables, figures, and frequency distributions,
are employed before employing inferential statistics.
Specifically, this descriptive statistic provides useful
information about the basic socio-demographic data of the
research sample, which are related to their gaming
experience. The involvement of descriptive statistics in this
research is not undiscerning but adapted to the specific
requirements of the reduced objectives.

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Table 2: Comparison Table of Platform Capabilities and User Satisfaction
Platform Graphics Control Precision Portability User
Quality Satisfaction
Mobile Low Touch-based, Limited High Moderate
Console High Controller, Moderate Low High
PC Very High Keyboard & Mouse, Moderate Very High
High

A. Consistency of Game Experiences Across Platforms players is known to increase retention. By ensuring that the
Cross-platform consistency is about ensuring that all game is easily updatable, developers are more motivated to
current and future players of a cross-platform game, improve and expand the game across all platforms. The
regardless of the device they use, can share the same core provided guidelines also allow developers to tap into the
experience while still benefiting from what each device collective and experienced knowledge of users, thus they do
platform brings. In other words, the consistency should be as not need to create different implementations of the game for
if the game world is shared among all players while still use on different platforms. The proposed guidelines are
powered by devices that have different capabilities. This targeted at developers who are creating games for at least two
notion is best exemplified by discussing two devices with devices, and the two devices are dissimilar.
completely different form factors: a console device and a
smartphone. While console gaming is associated with gaming B. User Satisfaction Levels
controllers and high-quality graphics, two key factors that The term user satisfaction can refer to several different
shape the gaming experience, a smartphone usually performs concepts, such as co-creation of user experiences or the
touch-screen gaming and can render graphics whose quality judgments of the perceived difference between the
is not as good as those shown on televisions. The two devices performances of the products or services and the initial
can coexist, providing users with portable and non-portable expectations. In the context of this paper about consistency,
gameplay options, respectively. But can the same game be user satisfaction refers to the relationship between the
played in exactly the same way and enjoyed by players encounter with the desired content of the multi-platform
equally? In the same game, can platform-specific features be game and the experience of the users. Inconsistencies can
enabled and those that impact the gaming experience be result in the failure of increasing user satisfaction in
disabled? This paper examines the consistency issue of two alternatives. Thus, for maximum levels of user satisfaction,
games and proposes guidelines aimed at helping developers the multi-platform can be expected to deliver one consistent,
assess their products and maintain a consistent experience shared, and unified experience across the variations of the
across platforms. games and devices. In terms of the user satisfaction levels of
the users of multi-platform models, participants from the
Even though the two presented games have different qualitative study who encountered positive opinions with the
goals, the above guidelines propose experiences that are consistency of the connection with the users and the platform
shared among all platforms while still allowing physical and provided; in contrast, users with fair levels of user satisfaction
technical benefits that come with each device. As a result, were also found to have fair levels of consistency
experiences on different platforms are consistent. experiences. Users who only encountered one version of the
Maintaining consistency is important to developers because game or had no expectations between the differences of the
players who buy or play the game on different devices will be experiences between the 2D and 3D versions were found to
able to discuss strategies or aspects that they have have significantly negative experiences and low levels of user
experienced, even when they are viewing the same screen or satisfaction.
discussing them in chat rooms. Providing regular updates to

Graph 1: User Satisfaction Levels by Platform


The graph above visualizes user satisfaction percentages across platforms:
 Mobile: 40%; Console: 70%; PC: 90%

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C. Factors Influencing Consistency and User Satisfaction could lead to a unity between the game design and operation.
At a higher level, the degree of consistency depends on This purpose could be valid at all stages of the game
the absolute level of consistency and the users' ability to development process since people will initially meet the
process it. When defining the requirements and realizing that game while only seeing its designs before they start playing.
different users have different levels of control that they need The interface can provide a perception for players to expect
to have a high-quality experience, the capabilities of the whether the controls will be working freely and game designs
platform, content, and localized versions must be considered will function efficiently. Furthermore, a person will continue
differently. Although the platform and content have powerful to perceive the game and game operation as a whole. Instead
properties, local regulations, technical standards, ethical of seeing a unity in the game, people might perceive the game
codes, etc. will impose their own border constraints. The from these different aspects. If a person is not supported in
problem of supplying different localization migration this case, then the person cannot possibly become excited,
strategies has been afflicting software for twenty years. preoccupied, focused on a task, and perform at an appropriate
level.
In many cases, these issues prevent the transitions from
one market to another of the software system. However, even A. Practical Implications for Game Developers
the company dedicated to those territories only localizing the In view of our findings on the moderating impact of the
building interface is insufficient. What consumers are looking level of cross-platform consistency on the relationship
for is an absolutely satisfactory experience. How much between the interactive context and user satisfaction, game
content a user can customize or change to conform to local developers can accumulate insights into the potential
legal requirements is as important as the availability of unequally translatable impact of interactive context on game
extreme values in the product range. Finally, the range of experiences when engaging users in various playing contexts.
platform capabilities depends on the three core elements. A Given that game users are no longer passive recipients of
cross-platform business strategy can also help build the game content and rules and that a great portion of user value
means for a seismic shift in content, considering editors not is consumed in the gaming process, it is important to guide
only as suppliers of content but as users of content and self- console players on the process operationalized by the playing
publishers. Providing tools for self-expression is not discs and simultaneously carry out in-game purchases to
necessarily an extraordinary event in the evolution of digital achieve a sense of balance. In the era of multi-platform
systems. gaming, game developers are suggested to be alert to the
underlying interactive contexts that differentiate the
VI. IMPLICATIONS AND RECOMMENDATIONS platforms in terms of immersive, social, and economic
aspects. The fact that we observed substantial differences
That adheres to the design is not an easy task. Different across the two types of interaction raises an important
platforms come with different standards and restrictions; concern that game users engage in console gaming differently
hence, the costlier it will be to develop a game that meets all as a result of using digital switches compared with playing on
the standards and restrictions since the number of diverse physical consoles. Interaction can be a heuristic model to
codes or contents in the game code will be rising as well. The guide gamification design by early-process monitoring
other way of fighting against discrepancies lies in using web neither gameplay pacing nor preferred in-game features.
technologies in cross-platform games. In the event that Game developers can match both monetization strategies to
discrepancies are still present in the cross-platform game, the level of playing enjoyment obtained from digital game
players may become upset, and the user satisfaction level of consoles or PC game clients, from there calculating the
the game may fall. The lower the level of user satisfaction, potential game users that might consider paying to continue
the higher the rate of player abandonment; hence, the playing. To achieve a balance and switch game experiences,
commercial success level of the game may falter. Such game developers are advised to study the trends that attract
changes in user satisfaction can also affect potential players. the most respondents’ participation through digital game
The problem may even spread to the game website/platform platforms, which can serve as the quantified guidelines for the
if the issue is not properly addressed. In order to address this arrangement in digital switches.
problem, bespoke solutions need to be generated. In this
matter, the study is directly on game experiences and user B. Recommendations for Future Research
satisfaction in cross-platform games. The findings The main recommendation for designers is to stay with
demonstrate how substantial an impact users suffer from one leading platform in development and make use of the
design inconsistencies and the consequences of a lack of user straightforwardness that this approach makes possible.
satisfaction in cross-platform game usage. Implementing additional features, stretching primary system
boundaries, or allowing interaction with different gaming
Consistency enhancement in cross-platform game platforms can have a severe impact on the simplicity and ease
design activities can be a challenging process since making of use of the applications, thus decreasing satisfaction.
the game artifacts, such as content, game mechanics, and art Nevertheless, previous investigations have reported great
style and assets, follow the standards and restrictions of every advantages of maintaining quality at its peak since increased
platform can require a lot of extra effort and time. However, user satisfaction seems to be a good binding agent for
while providing consistency within the cross-platform game, evaluating users as potential customers for future services or
even other factors that affect the user experience in general other games from the same designer or publisher.
should be kept in mind since the established consistency Cooperation among major players in a gaming system or

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Volume 10, Issue 1, January – 2025 International Journal of Innovative Science and Research Technology
ISSN No:-2456-2165 https://doi.org/10.5281/zenodo.14651270
various selected platforms can be an additional  Categorizing the effects of the bugs, performance issues,
recommendation. In conclusion, designers and publishers and the patches on the user behavior based on a thorough
must pay special attention to the interface and the interaction real life study of thousands of users that are unevenly
form between the player and the system to guarantee both distributed across ten days with a high resolution.
enthusiasm and high enjoyment while playing the game.  Confirming the costs and inefficiencies that are incurred
by the users in order to resolve the game’s performance
However, additional research is necessary to gain more issues and the bugs and tracking the users’ behavior on
sophisticated and clear insights into the concept for this the searching performance issue resolution solutions.
category. The research represents an exploratory position that
should be based on an adequate model of interaction. A. Summary of Key Findings
Potential future areas of research can take an interaction This study examines both the in-game and cross-
perspective on alternative external factors such as tangible platform experiences of players, particularly how play
interaction, as former research indicated that both the experiences are impacted by the version of the game that they
innovation factor and the haptic look and feel of these devices play—the console, mobile, and PC versions. Our findings
were announced as explanatory criteria. Suggestions for indicate that both the differences in system capabilities
subsequent research include the specification of a game between platforms and platform affordance impacted the key
interaction model, asking for transferability to the evaluated elements of user satisfaction, such as gameplay experience,
chords according to the underlying theoretical assumptions, stickiness, and playing duration, which in turn bring about the
their origin, and possible links to other issues that may arise, inconsistencies of game experiences between platforms. The
such as player identity and presence. Finally, considerations current study extends research on cross-platform games and
regarding the preferences of different target groups and their enhances understanding of the effects of an inconsistent
reasons that might influence their internal and external experience on player satisfaction.
decision-making must be taken into account. Future research
should expand the experimental gaming scenario and include In summary, first, compared to the powerful processing
a different four-system constellation. It would be beneficial capabilities of PC and game consoles, the hardware
to include real-world gaming as well as mobile gaming in the performance limitations of mobile devices result in the
experiments to assess whether the results of the fixed and exclusion of certain graphic effects in cross-platform mobile
mobile scenarios also apply. games, which may drive players to be less satisfied with the
gaming environment and then reduce gaming stickiness and
VII. CONCLUSION satisfaction. Second, the low operability of the mobile input
method will cause players to make very simple or wrong
This paper focused on how bugs and performance issues moves, and lack some excitement, causing players to
in games affect users' behavior and satisfaction. To this experience both pleasure and frustration at the same time.
purpose, we studied the database of technical issues forums These two factors are difficult to predict in terms of what the
of four popular games and their time-and-day level and player will do and are likely to greatly affect game duration,
patterns. We found that, when there are performance issues with the impact of these factors being stronger on mobile
and bugs, the number of active users and the average posting games with better visual and control experiences.
rate on the forums increase. We classified the errors into types
and looked at the types that are relatively more common and B. Contributions to the Field
frequent. We defined several most problematic periods and This work aims at refining the understanding of user
found highest and lowest demand periods, as well. During the satisfaction and perceptions towards cross-platform gaming
time lags users are annoyed by waiting too many users by: (1) extending the framework of the Expectancy-
searched for solutions to the performance issues, while on Disconfirmation Model by adding effective compatibility as
those periods they turned to other games; hence the adverse a new core dimension; (2) further identifying the
effect on the games of the interest can be different as compatibility dimensions between game platforms; and (3)
expected. The catch up periods may do not coincide or are introducing the concept of cross-platform gaming experience
insufficient to sustain the customer loyalty. To validate the consistency and its relationship with platform compatibility
adverse effect we also provide a simple game availability and the digital divide. The work has expanded the research
model. Our results can be leveraged by game developers for horizon of the gaming industry, as well as app store
better developing, maintaining, and testing quality computers managers, developers, players, and advertising agencies,
games. needing to consolidate consumer interest.

 To be More Specific, Our Contributions can be Listed as:  The Research Results Offer Insights:

 Defining the types of game technical issues based on  The proposed model and propositions can be adopted for
several big games that are being played by a large number future empirical study to gain more knowledge and better
of active users not by a few number of professional game understanding towards cross-platform online gaming due
testers and the surpassively studying their trends and to interactivity and mass audience reach. Theoretical
patterns in a broad time scale. literature can be improved, and more conceptual models
as the evolution of media technology in the digital world
generate a different trend in the digital population.

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Volume 10, Issue 1, January – 2025 International Journal of Innovative Science and Research Technology
ISSN No:-2456-2165 https://doi.org/10.5281/zenodo.14651270
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