| Literature DB >> 29785247 |
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, concentration enjoyment is used to build a gaming experience typology that accounts for the self-rewarding component. An enjoyment-based challenge mapping is also drawn up, crossing challenge enjoyment and challenge level. The results show that this integrative enjoyment measure strengthens the causal link between challenge and gaming experience. Most importantly, the findings suggest that challenge or concentration-based enjoyment measures outweigh the standard concentration and difficulty measures as they are more likely to ensure a pleasant and positive experience (flow or relaxation) for the gamers. Indeed, regardless of the reported level of challenge, a gamer is more likely to have a positive experience when challenged at a level she perceives as pleasant. This article emphasizes the importance for game publishers of gathering enjoyment-based concentration and challenge assessments to ensure a positive gaming experience and gamers' commitment.Entities:
Keywords: Flow theory; challenge; concentration; enjoyment; first-person shooter game; gamer experience; self-rewarding experience
Year: 2018 PMID: 29785247 PMCID: PMC5954478 DOI: 10.1080/20009011.2018.1474668
Source DB: PubMed Journal: Socioaffect Neurosci Psychol ISSN: 2000-9011
Gaming experience classification accounting for the self-rewarding dimension.
| Concentration-level assessment | |||
|---|---|---|---|
| CAL | CAH | ||
| Concentration enjoyment | CEL | Boredom | Anxiety |
| CEH | Relaxation | Flow | |
H and L subscripts stand for high and low levels of CA and CE.
Figure 1.Enjoyment-based challenge mapping.
Figure 2.Gaming experience/challenge correspondence mapping.
Round breakdown according to XPs.
| XPs | |||||
|---|---|---|---|---|---|
| Rounds | Boredom | Relaxation | Flow | Anxiety | N |
| (1) Introduction | 14 | 4 | 0 | 42 | |
| (2) Tank | 15 | 10 | 3 | 42 | |
| (3) Sniper | 9 | 6 | 7 | 42 | |
| (4) Difficult | 5 | 1 | 23 | 42 | |
| (5) Total | 53 | 35 | 57 | 23 | 168 |
N: number of observations
χ2 XPs&round = 62.29 (p-value = 0.000)
Round breakdown according to enjoyment-based challenge mapping.
| Challenge mapping | ||||||||
|---|---|---|---|---|---|---|---|---|
| Low difficulty assessment (DAL) | High difficulty assessment (DAH) | |||||||
| Rounds | Low difficulty enjoyment | High difficulty enjoyment | Total DAL | Low difficulty enjoyment | High difficulty enjoyment | Total DAH | N | |
| Introduction | (1) | 13 | 24 | 0 | 5 | 42 | ||
| Tank | (2) | 9 | 23 | 4 | 6 | 42 | ||
| Sniper | (3) | 12 | 18 | 4 | 8 | 42 | ||
| Difficult | (4) | 0 | 0 | 22 | 20 | 42 | ||
| Total | (5) | 34 | 65 | 30 | 39 | 168 | ||
χ2 challenge&round = 88.938 (p-value = 0.000)
N: number of observations
Figure 3.DA and DE averages over XP.
Student mean tests of DA comparisons.
| Hypotheses | XPs under comparison | ΔDA |
|---|---|---|
| H3-b1 | DAR<DAF | −1.808 |
| 5.517** | ||
| (0.000) | ||
| H3-b2 | DAB<DAA | −2.215 |
| 6.251** | ||
| (0.000) | ||
| DAR,B<DAF,A | ||
Superscript letters R, F, A, and B refer to XPs: Relaxation, Flow, Anxiety, and Boredom.
** p < 0.001, * p < 0.05.
Student mean tests of DE comparisons.
| Hypotheses | XPs under comparison | ΔDE |
|---|---|---|
| H3-b3 | DER>DEB | 0.911 |
| 3.118* | ||
| (0.002) | ||
| H3-b4 | DEF>DEA | 1.54 |
| 4.911** | ||
| (0.000) | ||
| DER,F > DEB,A | ||
Superscript letters R, F, A, and B refer to XPs: Relaxation, Flow, Anxiety, and Boredom.
** p < 0.001, * p < 0.05.
Estimates of the gamer experience model.
| Dependent variable | |||
|---|---|---|---|
| Explanatory variable | Boredom vs Flow | Relaxation vs Flow | Anxiety vs Flow |
| Intercept | 2.710** | 1.058 | 0.901 |
| (0.000) | (0.192) | (0.173) | |
| DA | −0458** | −0.559** | 0.0990 |
| (0.000) | (0.000) | (0.427) | |
| DE | −0.303* | 0.081 | −0.557** |
| (0.013) | (0.615) | (0.000) | |
| Log LH | −183.43 | ||
| Wald χ2 test | 58.71 | ||
| (0.000) | |||
| N | 168 | ||
p-values in parentheses (two-tail tests): ** p < 0.01, * p < 0.05