No One Likes to Lose The Effect of Game Difficulty on Competency, Flow, and Enjoyment

被引:27
|
作者
Schmierbach, Mike [1 ]
Chung, Mun-Young [1 ]
Wu, Mu [1 ]
Kim, Keunyeong [1 ]
机构
[1] Penn State Univ, Dept Media Studies, University Pk, PA 16802 USA
关键词
digital games; self-determination theory; flow; difficulty; SELF-DETERMINATION; PLAYER PERFORMANCE; MEDIA ENJOYMENT; VIDEO GAMES; SATISFACTION; DETERMINANTS; CHALLENGE; MODELS; NEEDS;
D O I
10.1027/1864-1105/a000120
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Although scholars of video game enjoyment propose that games are meant to present a reasonable and appropriate challenge to players, not enough research has tested the effects of difficulty on enjoyment or the psychological mechanisms driving this relationship. In an experimental study involving college students (N = 121) playing a casual online tower defense game, we tested the relationship between difficulty and enjoyment and the possible mediating roles played by competency, as specified by self-determination theory, and challenge-skill balance, as specified by flow theory. Path analysis suggested that feelings of competency contribute to enjoyment by helping players obtain a balance between challenge and skill, and that competency is enhanced when players are assigned an easier game mode. This paper then addresses implications for theory, game design, and laboratory studies.
引用
收藏
页码:105 / 110
页数:6
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