Abstract
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.
| Original language | English |
|---|---|
| Pages (from-to) | 1-6 |
| Number of pages | 6 |
| Journal | Cyberpsychology, Behavior, and Social Networking |
| Volume | 15 |
| Issue number | 1 |
| DOIs | |
| Publication status | Published - 2012 |
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