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Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience

Published: 17 October 2019 Publication History

Abstract

Power-ups are a type of game reward that allow the player to customise their experience by altering gameplay for a short period of time. Despite the wide use of power-ups in video games, little is known about their effect on gaming experiences. To explore this, we conducted an experimental study that compares the experiences of players depending on their exposure to power-ups in a recreational video game. The results show that players who collected power-ups felt significantly more immersed in the game, experienced more autonomy, but did not feel more competent or challenged than those who played the game without these collectables. Interestingly, a similar effect was observed for those players who picked up 'placebo' power-ups, despite the items having no effect on the gameplay. We provide a discussion of these results and their implications both for games user researchers and game designers.

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cover image ACM Conferences
CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
October 2019
680 pages
ISBN:9781450366885
DOI:10.1145/3311350
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 17 October 2019

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Author Tags

  1. autonomy
  2. challenge
  3. competence
  4. digital games
  5. immersion
  6. placebo effect
  7. player experience
  8. power-ups
  9. rewards

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CHI PLAY '19
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CHI PLAY '19 Paper Acceptance Rate 51 of 181 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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  • (2024)Aiming, Pointing, Steering: A Core Task Analysis Framework for GameplayProceedings of the ACM on Human-Computer Interaction10.1145/36770578:CHI PLAY(1-48)Online publication date: 15-Oct-2024
  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2024)Game Level Design to Evoke Spatial Exploration: The Influence of a Secondary TaskCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678811(4-10)Online publication date: 14-Oct-2024
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  • (2024)"AI enhances our performance, I have no doubt this one will do the same": The Placebo effect is robust to negative descriptions of AIProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642633(1-24)Online publication date: 11-May-2024
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  • (2024)Master the Linguistic Landscape: Puzzle Integration in a 3D NLP Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645588(1-8)Online publication date: 5-Aug-2024
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