2014
DOI: 10.1027/1864-1105/a000120
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No One Likes to Lose

Abstract: Although scholars of video game enjoyment propose that games are meant to present a reasonable and appropriate challenge to players, not enough research has tested the effects of difficulty on enjoyment or the psychological mechanisms driving this relationship. In an experimental study involving college students (N = 121) playing a casual online tower defense game, we tested the relationship between difficulty and enjoyment and the possible mediating roles played by competency, as specified by self-determinati… Show more

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Cited by 39 publications
(18 citation statements)
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References 20 publications
(36 reference statements)
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“…Too easy games, in contrast, will feel boring and lose the interest of the players. Research also suggests that diffi culty balancing is associated with higher levels of competence, which then predicts higher levels of enjoyment (Schmierbach et al 2014 ). Similarly, in an experimental study using a multiplayer game with dynamic diffi culty adjustment feature, players who were assisted by the game reported higher satisfaction of all three needs if they were unaware of the adjustment.…”
Section: Game Features and Basic Psychological Needsmentioning
confidence: 96%
“…Too easy games, in contrast, will feel boring and lose the interest of the players. Research also suggests that diffi culty balancing is associated with higher levels of competence, which then predicts higher levels of enjoyment (Schmierbach et al 2014 ). Similarly, in an experimental study using a multiplayer game with dynamic diffi culty adjustment feature, players who were assisted by the game reported higher satisfaction of all three needs if they were unaware of the adjustment.…”
Section: Game Features and Basic Psychological Needsmentioning
confidence: 96%
“…Despite these core procedures induced through competition that ensure that the activity can be considered "gaming" at all, there are further functions competition can fulfill in game design. For example, competition may provide support to balance the game; human opponents may provide worthy enemies; and competitive features may allow the use of complex strategies because of the intelligence and creativity of other players compared to an artificial intelligence (Schell, 2008). Additionally, competitive gameplay can be used to provide a clear goal (Cheng, Wu, Liao, & Chan, 2009), which might be especially important in light of recent research on goals in educational videogames (e.g., Nebel, Schneider, Schledjewski, & Rey, Manuscript submitted for publication).…”
Section: Literature Reviewmentioning
confidence: 99%
“…First, competitive elements in entertainment-focused games mostly feature an adaptive or adjustable difficulty level to balance the impact of challenge on gaming experience and to adjust to the various player types. Most players of too difficult games feel less competent and suffer from a reduced sense of challenge-skill balance and diminished enjoyment (Schmierbach, Chung, Wu, & Kim, 2014). However, in contrast to entertainment games, the desired learning standard in an educational videogame is predefined by the teacher and has to be reached.…”
Section: Challenges and Benefits Of Competition In Educational Videogmentioning
confidence: 99%
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