2014
DOI: 10.1016/j.chb.2014.07.037
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The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment

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Cited by 93 publications
(64 citation statements)
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References 32 publications
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“…49,51,52 This can be regarded as the simplest way videogames can interact with players' emotions and mood, and it is the specific phenomenon investigated by mood repair. 58,59 According to the mood management perspective, 73 people select entertainment for pleasure-seeking (or stress avoidance) purposes. Moreover, the selection of meaningful entertainment experiences is associated with appreciation; thus, games also provide players with experiences that are not only enjoyable but also potentially deeply enriching.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…49,51,52 This can be regarded as the simplest way videogames can interact with players' emotions and mood, and it is the specific phenomenon investigated by mood repair. 58,59 According to the mood management perspective, 73 people select entertainment for pleasure-seeking (or stress avoidance) purposes. Moreover, the selection of meaningful entertainment experiences is associated with appreciation; thus, games also provide players with experiences that are not only enjoyable but also potentially deeply enriching.…”
Section: Discussionmentioning
confidence: 99%
“…Other recent studies deeply understood the mechanisms and opportunities of videogames for mood repair. Rieger et al 58,59 explored in a laboratory setting how in-game success, as a prerequisite for satisfying the need for competence and autonomy, positively influences mood repair and game enjoyment. With the same approach, Reinecke et al 60 extended traditional mood management theory research by investigating the influence of the intrinsic needs for competence and autonomy on selective exposure to videogames and tested the influence of satisfying these needs on resultant mood repair.…”
Section: Cross-sectional and Qualitative Studiesmentioning
confidence: 99%
“…Some studies addressed motivational variables in game playing, such as interest being self-propelling, even though the original reason for pursuing it has been lost (Rieger et al 2014). Moreover, taxonomy of gaming interest has not been defined.…”
Section: Interest In Gameplaymentioning
confidence: 99%
“…For example, the reviewed TGs are based on biofeedback, CBT, and stimulus 22 Mental disorders ''Depression Quest'' 87 Depression ''The Cat Lady'' 88 Depression ''Headspace'' 89 Anxiety/stress ''gNats Island'' 90 Depression ''Maya'' 91 Depression ''Walk in My Shoes'' 92 Post-traumatic stress disorder ''Personal Investigator'' 93 Distress ''Pogo's Pledge'' 94 Psychosis recovery ''Plan It Commander'' 95 ADHD ''Crystals of Kaydor'' 96 Emotion regulation 24,27 (2) Gameplay must be motivating, interesting, and engaging. 5,7,24,84,85 (3) Length of gameplay must be not too long or short. 8 (4) Game must have immediate feedback.…”
Section: Guidelines For Therapeutic Game Developmentmentioning
confidence: 99%