Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025638
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Is Difficulty Overrated?

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Cited by 56 publications
(26 citation statements)
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“…In the sphere of video games, for example, Rigby and Ryan ( 2011 ) detail how the intuitive design of controls, and the density and clarity of feedback all impact engagement via increased competence. In fact, controversies over the importance of difficulty and novelty in games (Lomas et al, 2017 ) can be better understood as competence issues. Both “difficulty” and “novelty” are only important to engagement to the extent to which they provide competence satisfactions.…”
Section: Critical Concepts For a Model Of Wellbeing-supportive Designmentioning
confidence: 99%
“…In the sphere of video games, for example, Rigby and Ryan ( 2011 ) detail how the intuitive design of controls, and the density and clarity of feedback all impact engagement via increased competence. In fact, controversies over the importance of difficulty and novelty in games (Lomas et al, 2017 ) can be better understood as competence issues. Both “difficulty” and “novelty” are only important to engagement to the extent to which they provide competence satisfactions.…”
Section: Critical Concepts For a Model Of Wellbeing-supportive Designmentioning
confidence: 99%
“…While the PENS and IMI were clearly the most popular SDTbased measures used, a total of 15 papers assessed SDT concepts by alternative means. Specifically, we observed the measurement of basic need satisfaction via the Ubisoft Perceived Experience Questionnaire (UPEQ) [108], Player Experience Inventory (PXI) [83], and Basic Psychological Need Satisfaction scale (BPNS) [54]; intrinsic motivation via measures of free-choice behaviour [17,29,112,113], and scale items adapted from other measures [15,133]; intrinsic and extrinsic motivations via the Situational Motivation Scale (SIMS) [2,20,87], Gaming Motivation Scale (GAMS) [170], and Exercise Self-Regulation Scale (SRQ-E) [86]; and autonomy support via the Sport Climate Questionnaire (SCQ) [6].…”
Section: Methodsmentioning
confidence: 99%
“…Need satisfaction concepts were by far the most frequently mentioned -competence was discussed in 84.55% of the sample, with somewhat less interest in autonomy (65.45%) and relatedness (57.27%). This comparatively wide margin may reflect the conceptual relevance of competence in research on flow (e.g., [112,113]), dynamic difficulty adjustment (e.g., [9,40]) or self-efficacy theory (e.g., [82,86]). Few papers examined need satisfaction as a means to develop knowledge of motivational and wellbeing-related outcomes via SDT (e.g., [192]).…”
Section: Engagement With Mini-theories and Key Conceptsmentioning
confidence: 99%
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“…Power et al similarly are more interested in reconstructing uncertainty as a definitional "foundational experience" characteristic for play than in understanding how it may motivate play [59]. Starting with Thomas Malone [51], researchers have suggested and empirically tested links between uncertainty and curiosity and suspense in games [82,48,1,29], but such work has remained sparse and disconnected.…”
Section: Introductionmentioning
confidence: 99%