This article presents a model of enjoyment rooted in self-determination theory (Deci & Ryan, 1985) that includes the satisfaction of three needs related to psychological wellbeing: autonomy, competence, and relatedness. In an experiment designed to validate this conceptualization of enjoyment, we manipulate video game characteristics related to the satisfaction of these needs and examine their relative effects on enjoyment. The validated model explains 51% of the variance in enjoyment, even without including needs usually studied in relation to enjoyment such as pleasure seeking. Results indicate the utility of defining enjoyment as need satisfaction. These results are discussed in terms of a broader conceptualization of enjoyment represented as the satisfaction of a comprehensive set of functional needs.
This study attempted to (a) extend traditional mood management theory research by investigating the influence of the intrinsic needs for competence and autonomy on selective exposure to video games and (b) test the influence of satisfying these needs on resultant mood repair. An experiment varied satisfaction of competence and autonomy needs using false feedback. Subjects then selected media that varied in level of user demand. Measures of need satisfaction were taken before and after media selection. Results demonstrated that (a) thwarted intrinsic needs significantly predict the choice of video games with different levels of user demand and (b) the satisfaction of these needs predicts enjoyment. Findings indicate that mood management can result from mood repair through need satisfaction.
In both narrative theory and evolutionary psychology, equitable-retribution—or the idea that punishments for committing a moral transgression should be equivalent to the transgression itself—is a centerpiece of discussion. This article reports results from a blocked within-subjects experiment that examined speed of cognitive processing and subjective rating of three types of narrative retribution: equitable-retribution; under-retribution, where punishment is absent for a transgression; and over-retribution, where punishment exceeds the severity of the transgression. Results suggest that narrative endings depicting equitable-retribution are processed more quickly and liked more than endings with under-retribution and over-retribution. In addition, liking seems to correspond with enjoyment for equitable-retribution and over-retribution; for under-retribution, liking seems to correspond with appreciation. Discussion focuses on implications for theory and extending the current experimental paradigm.
Several researchers have demonstrated that the virtual behaviors committed in a video game can elicit feelings of guilt. Researchers have proposed that such guilt could have prosocial consequences. However, this proposition has not been supported with empirical evidence. The current study examined this issue in a 2 · 2 (video game play vs. real world recollection · guilt vs. control) experiment. Participants were first randomly assigned to either play a video game or complete a memory recall task. Next, participants were randomly assigned to either a guilt-inducing condition (game play as a terrorist/recall of acts that induce guilt) or a control condition (game play as a UN soldier/recall of acts that do not induce guilt). Results of the study indicate several important findings. First, the current results replicate previous research indicating that immoral virtual behaviors are capable of eliciting guilt. Second, and more importantly, the guilt elicited by game play led to intuition-specific increases in the salience of violated moral foundations. These findings indicate that committing ''immoral'' virtual behaviors in a video game can lead to increased moral sensitivity of the player. The potential prosocial benefits of these findings are discussed.
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