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The false dichotomy between positive and negative affect in game play

  • Max V. Birk
  • , Ioanna Iacovides
  • , Daniel Johnson
  • , Regan L. Mandryk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Most of the time games make us happy, but sometimes they are frustrating or make us feel sad. They allow us to experience pleasure, success and joy, but they can also yield feelings of frustration, failure, or sorrow from darker themes. In games, we can experience the full range of emotions -- both positive and negative. While a positive experience is often the goal, there are many ways in which negative affect can enhance play. First, the almost masochistic experience of failure and frustration within play can lead to intense positive feelings when overcome. Second, negative emotional experiences, such as feeling uncomfortable, guilty, or sad can also provide additional emotional range that is valued by players. Third, a number of games have emerged in recent years that encourage players to think about difficult or challenging issues that are unlikely to engender positive emotions.
Original languageEnglish
Title of host publicationCHI PLAY '15 : Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery, Inc.
Pages799-804
Number of pages6
ISBN (Print)978-1-4503-3466-2
DOIs
Publication statusPublished - 2015
Externally publishedYes

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