Player Performance, Satisfaction, and Video Game Enjoyment
Identifieur interne : 000550 ( Main/Exploration ); précédent : 000549; suivant : 000551Player Performance, Satisfaction, and Video Game Enjoyment
Auteurs : Christoph Klimmt [Allemagne] ; Christopher Blake [Allemagne] ; Dorothée Hefner [Allemagne] ; Peter Vorderer [Pays-Bas] ; Christian Roth [Pays-Bas]Source :
- Lecture Notes in Computer Science [ 0302-9743 ] ; 2009.
English descriptors
- Teeft :
- Actual performance, Attribution, Attribution theory, Average number, Challenge levels, Communication theory, Different game difficulty game difficulty, Difficult tasks, Difficulty level, Difficulty levels, Difficulty management, Digital games, Early stage, Easy condition, Easy game version, Easy tasks, Effect size, Effect sizes, Enjoyment, Enjoyment experience, Entertainment experience, Experimental groups, Experimental manipulation, Experimental variation, Expert players, Feedback, Flow theory, Game challenges, Game design, Game difficulty, Game difficulty level, Game enjoyment, Game experience, Game task, Game tasks, Good performance, Group differences, High number, Insufficient performance, Klimmt, Lawrence erlbaum associates, Less enjoyment, Main effect, Maximum enjoyment, More detail, More enjoyment, More knowledge, Motivational appeal, Novice players, Objective difficulty, Objective performance, Performance feedback, Player character, Player performance, Player responses, Positive emotions, Present results, Present study, Psychological review, Research questions, Standard deviation, Success events, Success experiences, Task difficulty, Task resolution, Unfamiliar game, Unreal tournament, Video, Video game difficulty, Video game enjoyment, Video games.
Abstract
Abstract: An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.
Url:
DOI: 10.1007/978-3-642-04052-8_1
Affiliations:
Links toward previous steps (curation, corpus...)
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Le document en format XML
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<term>Easy condition</term>
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<term>Effect size</term>
<term>Effect sizes</term>
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<term>Enjoyment experience</term>
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<term>Experimental groups</term>
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<term>Expert players</term>
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<term>Flow theory</term>
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<term>Game difficulty</term>
<term>Game difficulty level</term>
<term>Game enjoyment</term>
<term>Game experience</term>
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<term>Good performance</term>
<term>Group differences</term>
<term>High number</term>
<term>Insufficient performance</term>
<term>Klimmt</term>
<term>Lawrence erlbaum associates</term>
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<term>Main effect</term>
<term>Maximum enjoyment</term>
<term>More detail</term>
<term>More enjoyment</term>
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<term>Motivational appeal</term>
<term>Novice players</term>
<term>Objective difficulty</term>
<term>Objective performance</term>
<term>Performance feedback</term>
<term>Player character</term>
<term>Player performance</term>
<term>Player responses</term>
<term>Positive emotions</term>
<term>Present results</term>
<term>Present study</term>
<term>Psychological review</term>
<term>Research questions</term>
<term>Standard deviation</term>
<term>Success events</term>
<term>Success experiences</term>
<term>Task difficulty</term>
<term>Task resolution</term>
<term>Unfamiliar game</term>
<term>Unreal tournament</term>
<term>Video</term>
<term>Video game difficulty</term>
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<front><div type="abstract" xml:lang="en">Abstract: An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.</div>
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