How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance
Abstract
1 Introduction
2 Background
2.1 Juiciness
“‘Juice’ was our wet little term for constant and bountiful user feedback. A juicy game element will bounce and wiggle and squirt and make a little noise when you touch it. A juicy game feels alive and responds to everything you do – tons of cascading action and response for minimal user input. It makes the player feel powerful and in control of the world, and it coaches them through the rules of the game by constantly letting them know on a per-interaction basis how they are doing.”
2.1.1 Prior empirical work.
2.2 Candidate Psychological Mechanisms
2.2.1 Effectance.
2.2.2 Competence.
In Guitar Hero, “there is the immediate feedback that players get on each and every strumming of their virtual guitar; through colourful flashes and sounds, the player sees and hears immediately whether or not they hit the note correctly. [...] these create mastery feedback loops [...] that instantaneously and consistently provide competence satisfactions [...] We call these [...] granular competence feedback because they have a one-to-one relationship to each of the player’s individual actions.” [55, p. 23].
2.2.3 Curiosity.
“effectance is aroused by [...] difference-in-sameness. This leads to variability and novelty of response, and interest is best sustained when the resulting action affects the stimulus so as to produce further difference-in-sameness. [...] effectance motivation subsides when a situation has been explored to the point that it no longer presents new possibilities.”
2.3 The present study
2.4 Modifications to preregistered analysis
3 Methods
3.1 Study Game Platform
3.1.1 Final Game Platform.
3.1.2 Development and Validation.
3.2 Conditions
Description | |
---|---|
STND | Standard Non-Varied Feedback without amplification. Sound effects on swinging, hitting, and enemy death. No enemy death animation (the enemy disappears). |
A-SD-V | Amplified Non-Success-Dependent Non-Varied Feedback. Exaggerated audiovisual impact effects occur even without hitting an enemy, but there is only one effect for each feature, e.g., one swing effect, one impact effect, one enemy death sound effect, etc. |
A-SD+V | Amplified Non-Success-Dependent Varied Feedback. Exaggerated audiovisual impact effects occur even without hitting an enemy, and there are many possible effects, e.g., many swing effects, many impact effects, many enemy death sound effects, etc. |
A+SD-V | Amplified Success-Dependent Non-Varied Feedback. Impact effects will occur only when the player successfully hits an enemy, but there exists only one effect, e.g., one swing effect, one impact effect, etc. |
A+SD+V | Amplified Success-Dependent Varied Feedback. Impact effects will occur only when the player successfully hits an enemy and are varied, so there exist many possible effects, e.g., many swing effects, many impact effects, etc. |
3.3 Measures
3.3.1 Dependent variables.
3.3.2 Other measures.
3.4 Sample Size Determination
3.5 Participants
3.6 Procedure
3.7 Analysis
4 Results
4.1 Descriptive Measures
Effectance | Competence | Curiosity | Enjoyment | Playtime | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N | M | SD | M | SD | M | SD | M | SD | M | SD | |
STND | 333 | 5.57 | 1.18 | 5.19 | 1.43 | 5.72 | 1.43 | 5.23 | 1.45 | 13.31 | 6.17 |
A-SD-V | 345 | 5.35 | 1.33 | 4.80 | 1.63 | 5.58 | 1.48 | 5.12 | 1.54 | 13.65 | 7.58 |
A-SD+V | 358 | 5.33 | 1.29 | 4.90 | 1.49 | 5.65 | 1.37 | 5.22 | 1.48 | 13.47 | 7.27 |
A+SD-V | 305 | 5.69 | 1.24 | 5.39 | 1.34 | 5.96 | 1.08 | 5.55 | 1.23 | 14.76 | 10.18 |
A+SD+V | 358 | 5.66 | 1.11 | 5.39 | 1.26 | 5.94 | 1.24 | 5.64 | 1.27 | 14.19 | 8.00 |
All Conditions | 1699 | 5.52 | 1.24 | 5.13 | 1.45 | 5.77 | 1.34 | 5.35 | 1.42 | 13.86 | 7.90 |
4.1.1 Prior Play Experience.
4.1.2 Challenge.
4.2 Model A: Amplification and Effectance
4.3 Model B: Success-dependence and Competence, Variability and Curiosity
5 Discussion
5.1 Amplification, Effectance and Klimmt’s Multi-Process Model
5.2 Success Dependence, Competence, and SDT
5.3 Variability and Curiosity
5.4 Enjoyment and Voluntary Engagement
5.5 Implications for Juiciness and Games HCI
5.6 Implications for Design
6 Limitations and Future Work
7 Conclusion
Acknowledgments
Footnotes
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- How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance
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