Evidence map›Paper›PMID 36897890›Full record

ArticlePloS one2023

Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research.

Paweł Strojny, Agnieszka Strojny, Krzysztof Rębilas

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Article in PloS one, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Paweł StrojnyFaculty of Management and Social Communication Institute of Applied Psychology, Jagiellonian University in Cracow, Kraków, Poland.ORCID 0000-0002-6016-044X
Agnieszka StrojnyFaculty of Management and Social Communication Institute of Applied Psychology, Jagiellonian University in Cracow, Kraków, Poland.
Krzysztof RębilasDoctoral School in the Social Sciences, Jagiellonian University in Cracow, Kraków, Poland.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process.

Indexed as

MotivationVideo GamesExercise TherapyHumansSelf ReportSurveys and Questionnaires

Identifiers

PMID36897890
PMCPMC10004480

What OpenQuestion holds

Textfull text, public
LicenceCC BY
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identifiers read7
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.