Following the blog post on videogame cheating and after watching a scene from Star Trek II: The Wrath of Khan, James T. Kirk explained how he beat a no-win scenario:
He cheated, but we can interpret his meaning in that he changed the simulation to an easier difficulty level allowing him to win. However, would players enjoy their wins from a easy game? Two recent studies have examined the enjoyment of winning in videogames. Michael Schmierbach, Mun-Young Chung, Mu Wu and Keunyeoung Kim (Pennsylvania State University) titled their article in reference to Kirk: “No One Likes to Lose” in the Journal of Media Psychology.
Although scholars of video game enjoyment propose that games are meant to present a reasonable and appropriate challenge to players, not enough research has tested the effects of difficulty on enjoyment or the psychological mechanisms driving this relationship. In an experimental study involving college students ( N = 121) playing a casual online tower defense game, we tested the relationship between difficulty and enjoyment and the possible mediating roles played by competency, as specified by self-determination theory, and challenge-skill balance, as specified by flow theory. Path analysis suggested that feelings of competency contribute to enjoyment by helping players obtain a balance between challenge and skill, and that competency is enhanced when players are assigned an easier game mode. This paper then addresses implications for theory, game design, and laboratory studies.
Diana Rieger (University of Cologne), Tim Wulf (University of Cologne), Julia Kneer (Erasmus University Rotterdam), Lena Frischlich (University of Cologne) and Gary Bente (University of Cologne) titled their article a majority sentiment: “The winner takes it all”.
Recent research found that playing video games is able to serve mood management purposes as well as contribute to gratifications such as need satisfaction. Both aspects can foster the enjoyment as entertainment experience. The current study explores the question of how in-game success as a prerequisite for satisfying the need for competence and autonomy positively influences mood repair and game enjoyment. In a laboratory setting, participants were frustrated via a highly stressing math task and then played a video game (Mario Kart). Results show that in-game success drives mood repair as reflected in the experience of anger, happiness and activation. Moreover, fulfilling the intrinsic needs for competence and autonomy mediated the effects of in-game success and predicted enjoyment of the video game. Results are discussed in context of recent conceptualizations of media entertainment and the hierarchical order of emotional gratifications.