The effect of the type of enhancing caused by computer games on the player's affective reactions
DOI:
https://doi.org/10.15503/onis2019.427.438Keywords:
reakcje afektywne, gry komputerowe, hipoteza frustracji-agresji, uzależnienie, pozytywne/negatywne wzmocnieniaAbstract
The objective. The goal of the research is to evaluate the impact of positive and negative reinforcement induced by computer games on players affective reactions.
Methodology. The respondents were 11 men and 14 women. The used game was Mario Power Tennis in two levels – easy and advanced – that were providing positive and negative reinforcements. All participants were tested on both levels of difficulty. After each game respondents filled out the Affective States Questionnaire that checked the level of frustration, excitement, boredom and calmness. They were also asked to declare willingness to finish the interrupted game and return to it in the future.
The results. There is a positive connection between the perceived frustration and the amount of negative reinforcement experienced during the game. However, there is no relation between experiencing positive reinforcements and the desire to continue the game and return to it. Men have an average higher experience in electronic games than women and experienced lower level of boredom during the game. The increase in desire to finish the game was accompanied by higher ratings of difficulty level and experienced excitement.
The findings. The aggression presented in games is not the only possible factor explaining relationship between games and aggressive behavior. Negative reinforcement can lead to frustration – the predictor of aggressive behaviour. To encourage player to play longer, the game must be a challenge and deliver positive emotions. Those factors might be significant in explaining affective reactions leading players to addiction.
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