TY - JOUR
T1 - Greater rewards in videogames lead to more presence, enjoyment and effort
AU - Johnson, Daniel
AU - Klarkowski, Madison
AU - Vella, Kellie
AU - Phillips, Cody
AU - McEwan, Mitchell
AU - Watling, Christopher N.
PY - 2018/10
Y1 - 2018/10
N2 - 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.
AB - 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.
KW - Player experience
KW - Psychophysiology
KW - Reward
KW - Videogame
UR - http://www.scopus.com/inward/record.url?scp=85056327918&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2018.05.025
DO - 10.1016/j.chb.2018.05.025
M3 - Article
VL - 87
SP - 66
EP - 74
JO - Computers in Human Behavior
JF - Computers in Human Behavior
SN - 0747-5632
ER -