The relationships between the structural video game characteristics, video game engagement and happiness among individuals who play video games

被引:26
作者
Laffan, Derek A. [1 ]
Greaney, John [1 ]
Barton, Hannah [1 ]
Kaye, Linda K. [2 ]
机构
[1] Dun Laoghaire Inst Art Design & Technol, Dun Laoghaire, Dublin, Ireland
[2] Edge Hill Univ, Ormskirk, Lancs, England
关键词
Video; Gaming; Engagement; Happiness; Punishment; Flow; DIGITAL GAMES; AGGRESSION; CHILDREN;
D O I
10.1016/j.chb.2016.09.004
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
The present study investigated the relationships between the structural video game characteristics (e.g. social, presentation and punishment features), video game engagement components (e.g. flow, immersion and psychological absorption) and general happiness among an international sample of individuals who play video games. Online questionnaires were completed by 207 participants who simultaneously had their favourite or most played video game in mind while completing the questionnaires. The results indicated that flow was significantly predicted when individuals rated punishment (e.g. lose a life, restart a level) and presentation (e.g. audio and graphics) characteristics as present and important. A negative and weak relationship was found between general happiness and flow. It was concluded that the punishment and presentation features aid in the facilitation of a flow experience, as the punishment gaming aspects may contribute to the task difficulty and degree of effort required to achieve a flow state, when playing video games. (C) 2016 Elsevier Ltd. All rights reserved.
引用
收藏
页码:544 / 549
页数:6
相关论文
共 50 条
  • [21] Longer you play, the more hostile you feel: Examination of first person shooter video games and aggression during video game play
    Barlett, Christopher P.
    Harris, Richard J.
    Baldassaro, Ross
    AGGRESSIVE BEHAVIOR, 2007, 33 (06) : 486 - 497
  • [22] Violent Video Games and Reciprocity: The Attenuating Effects of Cooperative Game Play on Subsequent Aggression
    Velez, John A.
    Greitemeyer, Tobias
    Whitaker, Jodi L.
    Ewoldsen, David R.
    Bushman, Brad J.
    COMMUNICATION RESEARCH, 2016, 43 (04) : 447 - 467
  • [24] Playing by the Rules: Parental Mediation of Video Game Play
    Martins, Nicole
    Matthews, Nicholas L.
    Ratan, Rabindra A.
    JOURNAL OF FAMILY ISSUES, 2017, 38 (09) : 1215 - 1238
  • [25] Psychosocial causes and consequences of online video game play
    Kowert, Rachel
    Vogelgesang, Jens
    Festl, Ruth
    Quandt, Thorsten
    COMPUTERS IN HUMAN BEHAVIOR, 2015, 45 : 51 - 58
  • [26] Video Games Do Affect Social Outcomes A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play
    Greitemeyer, Tobias
    Muegge, Dirk O.
    PERSONALITY AND SOCIAL PSYCHOLOGY BULLETIN, 2014, 40 (05) : 578 - 589
  • [27] Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study
    Abbasi, Amir Zaib
    Rehman, Umair
    Afaq, Zahra
    Rafeh, Mir Abdur
    Hlavacs, Helmut
    Mamun, Mohammed A.
    Shah, Muhammad Umair
    JMIR SERIOUS GAMES, 2021, 9 (04):
  • [28] Measuring Video Game Engagement Through Gameplay Reviews
    Kirschner, David
    Williams, J. Patrick
    SIMULATION & GAMING, 2014, 45 (4-5) : 593 - 610
  • [29] Deception in Video Games: Nine Game Design Patterns
    Malaquias, Rita
    Cardoso, Pedro
    ADVANCES IN DESIGN AND DIGITAL COMMUNICATION V, DIGICOM 2024, 2025, 51 : 106 - 120
  • [30] Competitive Video Game Play: An Investigation of Identification and Competition
    Griffiths, Robert P.
    Eastin, Matthew S.
    Cicchirillo, Vincent
    COMMUNICATION RESEARCH, 2016, 43 (04) : 468 - 486