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Need Satisfaction Effects Player Experience And Mood Repair

Posted on:2020-01-21Degree:MasterType:Thesis
Country:ChinaCandidate:Z FengFull Text:PDF
GTID:2415330578469206Subject:Applied psychology
Abstract/Summary:PDF Full Text Request
Non-Game is a very unique type of game.compared with traditional video games,the characteristics of Non-Game can be summarized in three ways,that is,"no goal,no reward,no punishment".It seems to lack playability and attractiveness,but in recent years,there have been more and more Non-Game games on the market,or have added a Non-Game mode on the basis of the original play,which is a very interesting phenomenon.How does Non-Game differ from traditional games in terms of player experience?In order to answer this question,this study introduces the player experience needs to meet the(Player Experience of Need Satisfaction,PENS)model.PENS is an application model and method for understanding the key elements of the player’s experience.it is based on the three basic psychological needs stipulated in the self-determination theory(SDT),namely,ability,autonomy and relevance.By measuring the satisfaction of the player’s perceived needs in the game,we can understand the fun and enjoy the experience in the video game.In this study,the pen scale was translated and verified.firstly,it was used to compare the player experience of Non-Game games with that of traditional games.Sixty subjects were recruited and designed to play a mobile game that included both traditional and Non-Game modes,and then the PENS scale was used to measure the experience of each mode.The results show that:(1)players in Non-Game mode have higher game fun,and PENS scores can significantly positively predict game fun.(2)in Non-Game mode,the player’s mood is more pleasant and the pressure is less.Does this mean that Non-Game has more potential for emotion regulation than traditional games? In study 2,we recruited 65 subjects,first through a difficult frustration task to induce negative emotions,and then through the game for emotional repair.I was also trying to play a mobile game that includes traditional mode and Non-Game mode.Only this time,after the emotion induction task,the subjects needed to choose one of the two modes to play,and the emotionaland dynamic state of the subjects were tested before and after,the results showed that:The main results are as follows:(1)Non-Game has stronger emotional repair potential than the traditional model.(2)in-game demand satisfaction can repair the negative emotions caused by frustration.(3)the subjects’ previous emotional state may affect the later mode choice.
Keywords/Search Tags:Non-Game, PENS, Mood Repair
PDF Full Text Request
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