This clause investigates computer-bet on aesthetics using Q methodological analysis. erotic game h Four criteria (fantasy, curiosity, challenge, and interactivity) useful in evaluating computer games In yore research are stray. A representational Q-sample of statements supported along these criteria ar then rank ordered by "frequent" and "accomplished" data processor gameplayers. Factor psychoanalysis ofthe Q-screen indicates those aesthetics joint with "all games, " "video games, " and "home data processor game&" Further results compare video-game esthetics with place -computer-game esthetics. Suggestions for boost explore hash out the advantages of basing back valuation and criticism on subjective elements ofplay.