Evidence map›Paper›PMID 42220365›Full record

ArticleFrontiers in psychology2026

Effects of game interactivity on perceived emotional challenge, mixed-affect emotional experiences and physiological responses.

Tianyu Gao, Qi Song, Xurong Xie, Jian He, Xiaolan Peng, Jin Huang, Hui Chen, Chunxue Wang

Abstract read
In one paragraph

Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing 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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

8 authors.

Tianyu Gao *Human-computer Interaction Technology and Intelligent Information Processing Laboratory, Institute of Software, Chinese Academy of Sciences, Beijing, China.
Qi Song *Human-computer Interaction Technology and Intelligent Information Processing Laboratory, Institute of Software, Chinese Academy of Sciences, Beijing, China.
Xurong XieHuman-computer Interaction Technology and Intelligent Information Processing Laboratory, Institute of Software, Chinese Academy of Sciences, Beijing, China.
Jian HeCollege of Computer Science and Technology, Beijing University of Technology, Beijing, China.
Xiaolan PengHuman-computer Interaction Technology and Intelligent Information Processing Laboratory, Institute of Software, Chinese Academy of Sciences, Beijing, China.
Jin HuangHuman-computer Interaction Technology and Intelligent Information Processing Laboratory, Institute of Software, Chinese Academy of Sciences, Beijing, China.
Hui ChenHuman-computer Interaction Technology and Intelligent Information Processing Laboratory, Institute of Software, Chinese Academy of Sciences, Beijing, China.
Chunxue WangChina National Clinical Research Center for Neurological Diseases, Beijing Tiantan Hospital, Capital Medical University, Beijing, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: As game genres have evolved, digital games have introduced a distinct type of user experience known as perceived emotional challenge, emerging from the integration of emotionally compelling narratives and interactive elements. While existing research has explored emotional challenge, the specific role of game interactivity in shaping this experience remains unclear, particularly regarding whether it amplifies subjective perceptions, mixed-affect emotional responses, and multimodal physiological reactions. Methods: A between-subjects experiment was conducted in which 28 participants with prior 3D game experience were allocated into two groups: a GamePlay group ( Results: Interactivity heightened perceived emotional challenge and significantly amplified specific hedonic emotional responses including contentment, joy, and pride, while reducing boredom and disappointment. GamePlay participants also reported stronger impression, role identification, emotional involvement, and challenge dimensions. At the physiological level, the GamePlay group exhibited higher heart rate, reduced beat-to-beat variability, shallower and less stable breathing, and stronger phasic electrodermal responses. A multimodal logistic regression model discriminated between the two conditions with 82.69% accuracy under 10-fold cross-validation, remaining robust after the removal of EMG (81.12%) and combined EMG and EDA features (76.06%). Discussion: These findings confirm that while emotionally compelling narratives alone can elicit perceived emotional challenge, game interactivity acts as a key amplifier, deepening hedonic and mixed-affect emotional experiences and producing a distinct and measurable physiological state. The multimodal physiological biomarkers identified in this study support the use of game-based paradigms for objective emotion assessment and provide empirical grounding for the development of adaptive systems aimed at personalized mental health monitoring and intervention.

Indexed as

digital gamesemotional challengeinteractivityphysiological signal analysisplayer experience

Identifiers

PMID42220365
PMCPMC13218858

What OpenQuestion holds

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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.