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Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time

机译:游乐,待久不衰:玩家情绪对数字游戏偏好和游戏时间的影响

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This study investigated how player emotions during game-play, measured through self-report and physiological recordings, predict playing time and game preferences. We distinguished between short-term (immediately after game-play) and long-term (after 3 weeks) playing time and game preferences. While pleasure was most predictive for short-term playing time and game preferences, arousal, particularly for game preferences, was most predictive on the longer term. This result was found through both self-report and physiological emotion measures. This study initiates theorizing about digital gaming as a hedonic consumer product and sketches future research endeavors of this topic.
机译:这项研究调查了通过自我报告和生理记录来衡量玩家在游戏过程中的情绪如何预测游戏时间和游戏偏好。我们区分了短期(玩游戏后立即)和长期(玩游戏后3周)和游戏偏好。虽然愉悦感是短期游戏时间和游戏偏好的最可预测性,但唤醒(尤其是游戏偏好)从长远来看是最可预测的。这一结果是通过自我报告和生理情感措施发现的。这项研究启动了关于作为享乐消费产品的数字游戏的理论化,并勾勒了该主题的未来研究成果。

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    Department of Communication Studies University of Antwerp Sint Jacobstraat 2 2000 Antwerpen Belgium;

    Human-Technology Interaction Group, Eindhoven University of Technology, Eindhoven, The Netherlands;

    Human-Technology Interaction Group, Eindhoven University of Technology, Eindhoven, The Netherlands;

    Human-Technology Interaction Group, Eindhoven University of Technology, Eindhoven, The Netherlands;

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