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

Daniel Johnson*, Madison Klarkowski, Kellie Vella, Cody Phillips, Mitchell McEwan, Christopher N. Watling

*Corresponding author for this work

Research output: Contribution to journalArticle

6 Citations (Scopus)


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.

Original languageEnglish
Pages (from-to)66-74
Number of pages9
JournalComputers in Human Behavior
Publication statusPublished - Oct 2018
Externally publishedYes


  • Player experience
  • Psychophysiology
  • Reward
  • Videogame

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