The false dichotomy between positive and negative affect in game play

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

Onderzoeksoutput: Hoofdstuk in Boek/Rapport/CongresprocedureConferentiebijdrageAcademicpeer review

19 Citaten (Scopus)

Samenvatting

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.
Originele taal-2Engels
TitelCHI PLAY '15 : Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
UitgeverijAssociation for Computing Machinery, Inc.
Pagina's799-804
Aantal pagina's6
ISBN van geprinte versie978-1-4503-3466-2
DOI's
StatusGepubliceerd - 2015
Extern gepubliceerdJa

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