Player involvement as a result of difficulty : an introductory study to test the suitability of the motivational intensity approach to video game research

2023
journal article
article
2
cris.lastimport.wos2024-04-09T23:09:28Z
dc.abstract.enMotivational 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 involve ment 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.pl
dc.affiliationSzkoła Doktorska Nauk Społecznychpl
dc.affiliationWydział Zarządzania i Komunikacji Społecznej : Instytut Psychologii Stosowanejpl
dc.contributor.authorStrojny, Paweł - 104922 pl
dc.contributor.authorStrojny, Agnieszka - 104919 pl
dc.contributor.authorRębilas, Krzysztof - 245344 pl
dc.date.accessioned2023-03-15T10:19:00Z
dc.date.available2023-03-15T10:19:00Z
dc.date.issued2023pl
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.number3pl
dc.description.publication1pl
dc.description.versionostateczna wersja wydawcy
dc.description.volume18pl
dc.identifier.articleide0282966pl
dc.identifier.doi10.1371/journal.pone.0282966pl
dc.identifier.eissn1932-6203pl
dc.identifier.projectU1U/P06/NO/02.34pl
dc.identifier.project2021/42/E/HS6/00068pl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/309118
dc.languageengpl
dc.language.containerengpl
dc.pbn.affiliationDziedzina nauk społecznych : psychologiapl
dc.rightsUdzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa*
dc.rights.licenceCC-BY
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/legalcode.pl*
dc.share.typeotwarte czasopismo
dc.subtypeArticlepl
dc.titlePlayer involvement as a result of difficulty : an introductory study to test the suitability of the motivational intensity approach to video game researchpl
dc.title.journalPLoS ONEpl
dc.typeJournalArticlepl
dspace.entity.typePublication
cris.lastimport.wos
2024-04-09T23:09:28Z
dc.abstract.enpl
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 involve ment 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.
dc.affiliationpl
Szkoła Doktorska Nauk Społecznych
dc.affiliationpl
Wydział Zarządzania i Komunikacji Społecznej : Instytut Psychologii Stosowanej
dc.contributor.authorpl
Strojny, Paweł - 104922
dc.contributor.authorpl
Strojny, Agnieszka - 104919
dc.contributor.authorpl
Rębilas, Krzysztof - 245344
dc.date.accessioned
2023-03-15T10:19:00Z
dc.date.available
2023-03-15T10:19:00Z
dc.date.issuedpl
2023
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.numberpl
3
dc.description.publicationpl
1
dc.description.version
ostateczna wersja wydawcy
dc.description.volumepl
18
dc.identifier.articleidpl
e0282966
dc.identifier.doipl
10.1371/journal.pone.0282966
dc.identifier.eissnpl
1932-6203
dc.identifier.projectpl
U1U/P06/NO/02.34
dc.identifier.projectpl
2021/42/E/HS6/00068
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/309118
dc.languagepl
eng
dc.language.containerpl
eng
dc.pbn.affiliationpl
Dziedzina nauk społecznych : psychologia
dc.rights*
Udzielam licencji. Uznanie autorstwa 4.0 Międzynarodowa
dc.rights.licence
CC-BY
dc.rights.uri*
http://creativecommons.org/licenses/by/4.0/legalcode.pl
dc.share.type
otwarte czasopismo
dc.subtypepl
Article
dc.titlepl
Player involvement as a result of difficulty : an introductory study to test the suitability of the motivational intensity approach to video game research
dc.title.journalpl
PLoS ONE
dc.typepl
JournalArticle
dspace.entity.type
Publication
Affiliations

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