Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems 2016
DOI: 10.1145/2858036.2858419
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Peak-End Effects on Player Experience in Casual Games

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Cited by 32 publications
(22 citation statements)
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“…Table 3 summarises prior studies in HCI relating to sequencing effects, identifying the primary momentary stimulus examined. The table shows that recency effects have generally been confirmed across a variety of stimuli, including mental effort (Hassenzahl and Sandweg, 2004), visible progress (Harrison et al, 2007), physical effort (Cockburn et al, 2015), game difficulty/challenge (Gutwin et al, 2016), and the satisfaction/frustration of user interface assistance and assistance failures (this paper). Fully separating the experiential influence of the stimuli in these experiments is difficult -for example, a manipulation of mental effort may also induce frustration and annoyance -however, the indications across studies are that recency effects occur across a wide range of different types of interactions.…”
Section: Stimuli For Sequencing Effectsmentioning
confidence: 54%
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“…Table 3 summarises prior studies in HCI relating to sequencing effects, identifying the primary momentary stimulus examined. The table shows that recency effects have generally been confirmed across a variety of stimuli, including mental effort (Hassenzahl and Sandweg, 2004), visible progress (Harrison et al, 2007), physical effort (Cockburn et al, 2015), game difficulty/challenge (Gutwin et al, 2016), and the satisfaction/frustration of user interface assistance and assistance failures (this paper). Fully separating the experiential influence of the stimuli in these experiments is difficult -for example, a manipulation of mental effort may also induce frustration and annoyance -however, the indications across studies are that recency effects occur across a wide range of different types of interactions.…”
Section: Stimuli For Sequencing Effectsmentioning
confidence: 54%
“…In addition, attempts to directly test the existence of peak-end effects in interactive settings have produced equivocal results, with hypothesised preferences observed in only one of three conditions involving form-filling interfaces (Cockburn et al, 2015) and only one of eight tested conditions with computer games (Gutwin et al, 2016).…”
Section: A C C E P T E D Mmentioning
confidence: 99%
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“…Cockburn explored peak-end effects through manipulating the speed of progress bars [54] and reordering tasks' sequence in a way that the ones demanding lower workload are located in the end [18]. Similarly, Gutwin et al [41] altered the sequence of events, varying in mental and physical difficulty, in a computer game, and found increased user enjoyment, perceived competence and willingness to replay the game [41], while another tactic induced mistakes by the opponents to boost users' enjoyment of the game at the end of each level [67], [2].…”
Section: Biasing the Memory Of Past Experiencesmentioning
confidence: 99%