2018
DOI: 10.1080/20009011.2018.1474668
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Being enjoyably challenged is the key to an enjoyable gaming experience: an experimental approach in a first-person shooter game

Abstract: Applied to video games, Csikszentmihalyi’s work on flow evidences that a positive gaming experience is intrinsically self-rewarding and primarily determined by the skill/challenge balance. A multi-layered measure of enjoyment is built to take these components into account. Gamers were asked to report the concentration-enjoyment they experienced during a first-person shooter game, and to better assess the gap between skill and challenge, the challenge enjoyment was also rated. Along with concentration level, co… Show more

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Cited by 14 publications
(12 citation statements)
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References 24 publications
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“…As such, our results seem to suggest that finding a new phase angle balance induces such feelings of agency. Similar to the skill-challenge balance [39, 40], being in and out of balance with a slightly demanding phase angle seems to more positively impact enjoyment levels compared to maintaining a preferred, less demanding, phase angle. Alternatively, error minimization towards NMA can be seen as a regulatory mechanism to homeostasis (an equilibrium state consisting of predictive, expressive and effort processes) [12].…”
Section: Discussionmentioning
confidence: 94%
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“…As such, our results seem to suggest that finding a new phase angle balance induces such feelings of agency. Similar to the skill-challenge balance [39, 40], being in and out of balance with a slightly demanding phase angle seems to more positively impact enjoyment levels compared to maintaining a preferred, less demanding, phase angle. Alternatively, error minimization towards NMA can be seen as a regulatory mechanism to homeostasis (an equilibrium state consisting of predictive, expressive and effort processes) [12].…”
Section: Discussionmentioning
confidence: 94%
“…However, in the two conditions that affected cadence most (S5 [-70°] and S5 [+30°]) a small but significantly higher enjoyment rate, or a tendency towards such an effect, was observed. According to literature on gaming [39] and exergames [40] the balance between skill and challenge is crucial for being intrinsically self-rewarding. When challenged at a level that the gamer perceives as pleasant, he or she is more likely to have a positive experience.…”
Section: Discussionmentioning
confidence: 99%
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“…In the hand-game, the player moves hands actively when moving their body parts. Thus, this play style might make the player improve the challenging spirit [19,20]. The scores of "sensory and imaginative immersion", "flow", and "positive effect" are more than 4.…”
Section: Questionnaire Resultsmentioning
confidence: 98%
“…From the literature, it would appear that both attentional and emotional processes could be contributors in the emergence of compromised time control among gamers. It has been repeatedly shown that having fun and enjoying an activity helps individuals experiencing a flow state (e.g., Brailovskaia et al 2018;Corcos 2018;Limperos et al 2011). Therefore, it could be hypothesized that since disordered gamers react more strongly to gaming stimuli, and can associate negative outcomes with pleasure, not only will it be easier for them to underestimate time, but they will also tend to experience flow states more easily than healthy gamers (e.g., Ko et al 2013;Ravaja et al 2006).…”
Section: Discussionmentioning
confidence: 99%