TY - JOUR
T1 - Pleasure to play, arousal to stay : the effect of player emotions on digital game preferences and playing time
AU - Poels, K.
AU - Hoogen, van den, W.M.
AU - IJsselsteijn, W.A.
AU - Kort, de, Y.A.W.
PY - 2012
Y1 - 2012
N2 - This study investigated how player emotions during game-play, measured through self-report and physiological recordings, predict playing time and game preferences. We distinguished between short-term (immediately after game-play) and long-term (after 3 weeks) playing time and game preferences. While pleasure was most predictive for short-term playing time and game preferences, arousal, particularly for game preferences, was most predictive on the longer term. This result was found through both self-report and physiological emotion measures. This study initiates theorizing about digital gaming as a hedonic consumer product and sketches future research endeavors of this topic.
AB - This study investigated how player emotions during game-play, measured through self-report and physiological recordings, predict playing time and game preferences. We distinguished between short-term (immediately after game-play) and long-term (after 3 weeks) playing time and game preferences. While pleasure was most predictive for short-term playing time and game preferences, arousal, particularly for game preferences, was most predictive on the longer term. This result was found through both self-report and physiological emotion measures. This study initiates theorizing about digital gaming as a hedonic consumer product and sketches future research endeavors of this topic.
U2 - 10.1089/cyber.2010.0040
DO - 10.1089/cyber.2010.0040
M3 - Article
C2 - 21875354
VL - 15
SP - 1
EP - 6
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
SN - 2152-2715
IS - 1
ER -