Greater rewards in videogames lead to more presence, enjoyment and effort

Johnson, Daniel and Klarkowski, Madison and Vella, Kellie and Phillips, Cody and McEwan, Mitchell and Watling, Christopher N. ORCID: https://orcid.org/0000-0002-1440-2401 (2018) Greater rewards in videogames lead to more presence, enjoyment and effort. Computers in Human Behavior, 87. pp. 66-74. ISSN 0747-5632

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Abstract

There is currently limited understanding of whether and how different amounts and diversity of virtual rewards impact on the player experience. A repeated-measures experiment was undertaken in which participants (N = 59) were compared on subjective measures (competence, presence-immersion, tension, effort and enjoyment), as well as psychophysiological measures (electrodermal activity and heart-beat rate), during the play of a videogame with three levels of video game reward (high, medium, low). Effort, enjoyment and presence-immersion significantly varied across conditions such that they were greater when all rewards were present compared to one or both of the other conditions. Heart-beat rate was found to vary across conditions consistent with the explanation that greater rewards lead to greater arousal. Our study suggest a number of advantages to greater amount and diversity of virtual rewards in the context of a casual videogame, with potential application to the design of new gamification systems.


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Item Type: Article (Commonwealth Reporting Category C)
Refereed: Yes
Item Status: Live Archive
Faculty/School / Institute/Centre: No Faculty
Faculty/School / Institute/Centre: No Faculty
Date Deposited: 03 Mar 2022 04:42
Last Modified: 28 Apr 2022 03:56
Uncontrolled Keywords: Player experience; Psychophysiology; Reward; Videogame
Fields of Research (2008): 17 Psychology and Cognitive Sciences > 1702 Cognitive Sciences > 170201 Computer Perception, Memory and Attention
19 Studies in Creative Arts and Writing > 1902 Film, Television and Digital Media > 190202 Computer Gaming and Animation
17 Psychology and Cognitive Sciences > 1701 Psychology > 170101 Biological Psychology (Neuropsychology, Psychopharmacology, Physiological Psychology)
Fields of Research (2020): 52 PSYCHOLOGY > 5202 Biological psychology > 520206 Psychophysiology
52 PSYCHOLOGY > 5204 Cognitive and computational psychology > 520404 Memory and attention
46 INFORMATION AND COMPUTING SCIENCES > 4607 Graphics, augmented reality and games > 460706 Serious games
Socio-Economic Objectives (2008): C Society > 92 Health > 9299 Other Health > 929999 Health not elsewhere classified
E Expanding Knowledge > 97 Expanding Knowledge > 970117 Expanding Knowledge in Psychology and Cognitive Sciences
B Economic Development > 89 Information and Communication Services > 8902 Computer Software and Services > 890203 Computer Gaming Software
Socio-Economic Objectives (2020): 22 INFORMATION AND COMMUNICATION SERVICES > 2205 Media services > 220501 Animation, video games and computer generated imagery services
28 EXPANDING KNOWLEDGE > 2801 Expanding knowledge > 280121 Expanding knowledge in psychology
13 CULTURE AND SOCIETY > 1306 Sport, exercise and recreation > 130603 Recreation and leisure activities (excl. sport and exercise)
Identification Number or DOI: https://doi.org/10.1016/j.chb.2018.05.025
URI: http://eprints.usq.edu.au/id/eprint/46481

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