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Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research
Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user’s involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, mo...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10004480/ https://www.ncbi.nlm.nih.gov/pubmed/36897890 http://dx.doi.org/10.1371/journal.pone.0282966 |
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author | Strojny, Paweł Strojny, Agnieszka Rębilas, Krzysztof |
author_facet | Strojny, Paweł Strojny, Agnieszka Rębilas, Krzysztof |
author_sort | Strojny, Paweł |
collection | PubMed |
description | Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user’s involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process. |
format | Online Article Text |
id | pubmed-10004480 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-100044802023-03-11 Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research Strojny, Paweł Strojny, Agnieszka Rębilas, Krzysztof PLoS One Research Article Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user’s involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process. Public Library of Science 2023-03-10 /pmc/articles/PMC10004480/ /pubmed/36897890 http://dx.doi.org/10.1371/journal.pone.0282966 Text en © 2023 Strojny et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Strojny, Paweł Strojny, Agnieszka Rębilas, Krzysztof Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research |
title | Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research |
title_full | Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research |
title_fullStr | Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research |
title_full_unstemmed | Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research |
title_short | Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research |
title_sort | player involvement as a result of difficulty: an introductory study to test the suitability of the motivational intensity approach to video game research |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10004480/ https://www.ncbi.nlm.nih.gov/pubmed/36897890 http://dx.doi.org/10.1371/journal.pone.0282966 |
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