This article presents a model of enjoyment rooted in self-determination theory (Deci & Ryan, 1985) that includes the satisfaction of three needs related to psychological wellbeing: autonomy, competence, and relatedness. In an experiment designed to validate this conceptualization of enjoyment, we manipulate video game characteristics related to the satisfaction of these needs and examine their relative effects on enjoyment. The validated model explains 51% of the variance in enjoyment, even without including needs usually studied in relation to enjoyment such as pleasure seeking. Results indicate the utility of defining enjoyment as need satisfaction. These results are discussed in terms of a broader conceptualization of enjoyment represented as the satisfaction of a comprehensive set of functional needs.
In spring 2020, COVID-19 and the ensuing social distancing and stay-at-home orders instigated abrupt changes to employment and educational infrastructure, leading to uncertainty, concern, and stress among United States college students. The media consumption patterns of this and other social groups across the globe were affected, with early evidence suggesting viewers were seeking both pandemic-themed media and reassuring, familiar content. A general increase in media consumption, and increased consumption of specific types of content, may have been due to media use for coping strategies. This paper examines the relationship between the stress and anxiety of university students and their strategic use of media for coping during initial social distancing periods in March-April 2020 using data from a cross-sectional survey. We examine links between specific types of media use with psychological well-being concepts, and examine the moderating roles of traits (hope, optimism, and resilience) as buffers against negative relationships between stress and anxiety and psychological well-being. Our findings indicate that stress was linked to more hedonic and less eudaimonic media use, as well as more avoidant and escapist media-based coping. Anxiety, on the other hand, was linked to more media use in general, specifically more eudaimonic media use and a full range of media-based coping strategies. In turn, escapist media was linked to negative affect, while reframing media and eudaimonic media were linked to positive affect. Avoidant coping was tied to poorer mental health, and humor coping was tied to better mental health. Hedonic and need-satisfying media use were linked to more flourishing. Hope, optimism, and resilience were all predictive of media use, with the latter two traits moderating responses to stress and anxiety. The findings give a nuanced portrait of college students’ media use during a pandemic-induced shutdown, showing that media use is closely intertwined with well-being in both adaptive and maladaptive patterns.
a b s t r a c tGames are important vehicles for learning and behavior change as long as players are motivated to continue playing. We study the impact of verbal feedback in stimulating player motivation and future play in a brain-training game. We conducted a 2 (feedback valence: positive vs. negative) Â 3 (feedback type: descriptive, comparative, evaluative) between-subjects experiment (N = 157, 69.4% female, M age = 32.07). After playing a brain-training game and receiving feedback, we tapped players' need satisfaction, motivation and intention to play the game again. Results demonstrate that evaluative feedback increases, while comparative feedback decreases future game play. Furthermore, negative feedback decreases players' feeling of competence, but also increases immediate game play. Positive feedback, in contrast, satisfies competence and autonomy needs, thereby boosting intrinsic motivation. Negative feedback thus motivates players to repair poor short-term performances, while positive feedback is more powerful in fostering long-term motivation and play.
This study attempted to (a) extend traditional mood management theory research by investigating the influence of the intrinsic needs for competence and autonomy on selective exposure to video games and (b) test the influence of satisfying these needs on resultant mood repair. An experiment varied satisfaction of competence and autonomy needs using false feedback. Subjects then selected media that varied in level of user demand. Measures of need satisfaction were taken before and after media selection. Results demonstrated that (a) thwarted intrinsic needs significantly predict the choice of video games with different levels of user demand and (b) the satisfaction of these needs predicts enjoyment. Findings indicate that mood management can result from mood repair through need satisfaction.
This article addresses ego depletion as a mechanism influencing media‐based stress recovery processes. Using structural equation modeling, relationships between ego depletion, procrastination, guilt, enjoyment, vitality, and recovery experience were tested using data from an online survey (N = 471). Results suggest that ego depletion may increase the risk of negatively appraising the use of interactive (video games) and noninteractive (television) entertaining media as a form of procrastination. The resulting guilt is negatively related to the recovery experience associated with using entertainment. Therefore, ego‐depleted individuals may benefit less from the psychological recovery potential of entertainment media, despite their greater need for recovery. These findings are an important step in understanding the pivotal role of appraisal processes for media‐induced recovery and the entertainment experience.
In the present study, we examine the effect of plausibility violations in a virtual environment (VE) on spatial presence. After reviewing research on the association between plausibility and spatial presence, we present a dual-systems approach to understanding the effect of plausibility (or violations thereof) on spatial presence. We conceptualize the feeling of being present in a VE as a lower-order cognitive process. Perceptions of plausibility violations might represent higher-order cognitive processes that could interfere with spatial presence. We present data from an experimental study in which we manipulated the external consistency (i.e., the plausibility) of the VE, cognitive load (to interfere with higher-order cognitive processes), and immersion to examine its effect on spatial presence. Results show that immersion was the most important factor driving the presence experience. We found no difference between low and high plausibility in spatial presence. Subsequent equivalence tests showed that the group exposed to the implausible VE did not feel less present than the group exposed to the plausible VE. We discuss the findings of our studies in light of our theoretical considerations and previous research.
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