Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event

要旨

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.

キーワード
Video games
wellbeing
self-determination theory
need frustration
player experience
restoration
著者
April Tyack
Queensland University of Technology, Brisbane, QLD, Australia
Peta Wyeth
Queensland University of Technology, Brisbane, QLD, Australia
Daniel Johnson
Queensland University of Technology , Brisbane, QLD, Australia
DOI

10.1145/3313831.3376332

論文URL

https://doi.org/10.1145/3313831.3376332

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: All the feels: emotion in VR & games

Paper session
313B O'AHU
5 件の発表
2020-04-29 23:00:00
2020-04-30 00:15:00
日本語まとめ
読み込み中…