Abstract
Power-ups are a type of game reward that allow the player to customise their experience by altering gameplay for a short period of time. Despite the wide use of power-ups in video games, little is known about their effect on gaming experiences. To explore this, we conducted an experimental study that compares the experiences of players depending on their exposure to power-ups in a recreational video game. The results show that players who collected power-ups felt significantly more immersed in the game, experienced more autonomy, but did not feel more competent or challenged than those who played the game without these collectables. Interestingly, a similar effect was observed for those players who picked up ‘placebo’ power-ups, despite the items having no effect on the gameplay. We provide a discussion of these results and their implications both for games user researchers and game designers.
Original language | English |
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Title of host publication | CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play |
Publisher | ACM |
Pages | 161-168 |
Number of pages | 8 |
ISBN (Electronic) | 9781450366885 |
DOIs | |
Publication status | Published - 17 Oct 2019 |
Event | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spain Duration: 22 Oct 2019 → 25 Oct 2019 |
Publication series
Name | CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play |
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Conference
Conference | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 |
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Country/Territory | Spain |
City | Barcelona |
Period | 22/10/19 → 25/10/19 |
Bibliographical note
Publisher Copyright:© 2019 Copyright is held by the owner/author(s).
Keywords
- Autonomy
- Challenge
- Competence
- Digital games
- Immersion
- Placebo effect
- Player experience
- Power-ups
- Rewards