Pleasure to play, arousal to stay : the effect of player emotions on digital game preferences and playing time

K. Poels, W.M. Hoogen, van den, W.A. IJsselsteijn, Y.A.W. Kort, de

Onderzoeksoutput: Bijdrage aan tijdschriftTijdschriftartikelAcademicpeer review

31 Citaties (Scopus)
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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.
Originele taal-2Engels
Pagina's (van-tot)1-6
Aantal pagina's6
TijdschriftCyberpsychology, Behavior, and Social Networking
Volume15
Nummer van het tijdschrift1
DOI's
StatusGepubliceerd - 2012

Vingerafdruk

Pleasure
Consumer products
Arousal
Emotions
emotion
Self Report
recording
time

Citeer dit

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Pleasure to play, arousal to stay : the effect of player emotions on digital game preferences and playing time. / Poels, K.; Hoogen, van den, W.M.; IJsselsteijn, W.A.; Kort, de, Y.A.W.

In: Cyberpsychology, Behavior, and Social Networking, Vol. 15, Nr. 1, 2012, blz. 1-6.

Onderzoeksoutput: Bijdrage aan tijdschriftTijdschriftartikelAcademicpeer review

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