TY - GEN
T1 - Flow encourages task focus, but frustration drives task switching how reward and efort combine to influence player engagement in a simple video game
AU - Bowman, Nicholas David
AU - Keene, Justin Robert
AU - Najera, Christina Jimenez
N1 - Publisher Copyright:
© 2021 ACM.
PY - 2021/5/6
Y1 - 2021/5/6
N2 - The current study explores the relationship between perceived cognitive and physical demands of a simple video game, and the balance of reward and efort that results in fow states during gameplay. Cognitive demands and both exertion-based and controller-based physical demands were perceived as lowest in situations where reward was high and efort was low (boredom), moderate when reward and efort were balanced (fow), and highest when the reward was low and efort was high (frustration). Surprisingly, player response times to a secondary task showed the greatest improvement when playing the frustrating video game condition. We interpret this latter fnding as evidence of an observed task-switching efect: players initially tried to master the game's over-challenging primary task before giving up and, instead, diverted attention toward a secondary in-game task that required less efort and thus, gave greater attentional rewards to the player. The implications of this cognitive ofoading are discussed.
AB - The current study explores the relationship between perceived cognitive and physical demands of a simple video game, and the balance of reward and efort that results in fow states during gameplay. Cognitive demands and both exertion-based and controller-based physical demands were perceived as lowest in situations where reward was high and efort was low (boredom), moderate when reward and efort were balanced (fow), and highest when the reward was low and efort was high (frustration). Surprisingly, player response times to a secondary task showed the greatest improvement when playing the frustrating video game condition. We interpret this latter fnding as evidence of an observed task-switching efect: players initially tried to master the game's over-challenging primary task before giving up and, instead, diverted attention toward a secondary in-game task that required less efort and thus, gave greater attentional rewards to the player. The implications of this cognitive ofoading are discussed.
KW - Efort
KW - Fow theory
KW - Interactivity-as-demand
KW - Reward
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=85106741376&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85106741376&partnerID=8YFLogxK
U2 - 10.1145/3411764.3445678
DO - 10.1145/3411764.3445678
M3 - Conference contribution
AN - SCOPUS:85106741376
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
T2 - 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021
Y2 - 8 May 2021 through 13 May 2021
ER -