People often use videogames to restore wellbeing after negative experiences in day-to-day life. Although some research suggests that play can restore wellbeing, few studies have investigated the means by which restoration occurs. We employed self-determination theory (SDT) to understand how and to what degree play improves wellbeing after a need-frustrating event, and how players understand experiences of competence in play. Sixty-five participants worked at a competence manipulation task prior to playing a competence-satisfying videogame. Competence, affect, and vitality improved during play, and in-game experiences of need frustration were observed to effectively predict post-play negative affect. Post-experiment interviews indicate that videogames are seen to support competence relative to perceived skill, extending our knowledge of how design can support competence and restoration. We demonstrate that play can restore wellbeing, present need frustration as a means to explain negative experiences with interactive systems, and discuss effects of design on competence.
https://doi.org/10.1145/3313831.3376332
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