Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.

Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty leve...

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Main Authors: Paweł Strojny, Agnieszka Strojny, Krzysztof Rębilas
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2023-01-01
Series:PLoS ONE
Online Access:https://doi.org/10.1371/journal.pone.0282966
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author Paweł Strojny
Agnieszka Strojny
Krzysztof Rębilas
author_facet Paweł Strojny
Agnieszka Strojny
Krzysztof Rębilas
author_sort Paweł Strojny
collection DOAJ
description Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process.
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spelling doaj.art-0eb49b7ef92e4e2992757e62f96cae612023-04-21T05:33:06ZengPublic Library of Science (PLoS)PLoS ONE1932-62032023-01-01183e028296610.1371/journal.pone.0282966Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.Paweł StrojnyAgnieszka StrojnyKrzysztof RębilasMotivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process.https://doi.org/10.1371/journal.pone.0282966
spellingShingle Paweł Strojny
Agnieszka Strojny
Krzysztof Rębilas
Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.
PLoS ONE
title Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.
title_full Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.
title_fullStr Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.
title_full_unstemmed Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.
title_short Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.
title_sort player involvement as a result of difficulty an introductory study to test the suitability of the motivational intensity approach to video game research
url https://doi.org/10.1371/journal.pone.0282966
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AT krzysztofrebilas playerinvolvementasaresultofdifficultyanintroductorystudytotestthesuitabilityofthemotivationalintensityapproachtovideogameresearch