{"title":"Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience","authors":"A. Denisova, Eliott Cook","doi":"10.1145/3311350.3347173","DOIUrl":null,"url":null,"abstract":"Power-ups are a type of game reward that allow the player to customise their experience by altering gameplay for a short period of time. Despite the wide use of power-ups in video games, little is known about their effect on gaming experiences. To explore this, we conducted an experimental study that compares the experiences of players depending on their exposure to power-ups in a recreational video game. The results show that players who collected power-ups felt significantly more immersed in the game, experienced more autonomy, but did not feel more competent or challenged than those who played the game without these collectables. Interestingly, a similar effect was observed for those players who picked up 'placebo' power-ups, despite the items having no effect on the gameplay. We provide a discussion of these results and their implications both for games user researchers and game designers.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"49 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3311350.3347173","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 16
Abstract
Power-ups are a type of game reward that allow the player to customise their experience by altering gameplay for a short period of time. Despite the wide use of power-ups in video games, little is known about their effect on gaming experiences. To explore this, we conducted an experimental study that compares the experiences of players depending on their exposure to power-ups in a recreational video game. The results show that players who collected power-ups felt significantly more immersed in the game, experienced more autonomy, but did not feel more competent or challenged than those who played the game without these collectables. Interestingly, a similar effect was observed for those players who picked up 'placebo' power-ups, despite the items having no effect on the gameplay. We provide a discussion of these results and their implications both for games user researchers and game designers.