Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience
ConferenceProceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'19), 2019
In short
Power-ups are everywhere in games, but their effect on player experience is poorly understood. We compared playing with power-ups, without them, and with 'placebo' power-ups that did nothing at all.
How the study worked
- Game
- A modified version of the survival shooter Nightmares
- Players
- 36 (12 in each condition)
- Conditions
- The base game without power-ups; the game with power-ups; the base game with placebo power-ups
- Power-ups
- Green: a continuous, more powerful laser. Blue: double bullets dealing double damage. Red: a shotgun-style laser with a slower rate of fire that causes more damage. Each lasted 10 seconds.
- Placebo power-ups
- Had no effect on the game state
- Play time
- One 10-minute session
- Measures
- IEQ, PENS and in-game score
Key findings
- Players who collected power-ups reported more immersion and autonomy, but not more competence or challenge.
- Placebo power-ups had a similar effect, suggesting the reward comes from collecting them rather than from what they do.
- We discuss what this means for games user researchers and designers.
What this means
We propose that further work is needed to evaluate to what extent it is acceptable to use placebo rewards, if at all.
Discussion
Read and cite
APA citation
Denisova, A., & Cook, E. (2019). Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'19) (pp. 161-168).
Line of work
- Builds on · 2015The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence
- This paper · 2019Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience
- Player Experience and Deceptive Expectations of Difficulty Adaptation in Digital Games PDF of Player Experience and Deceptive Expectations of Difficulty Adaptation in Digital GamesPublisher's version of Player Experience and Deceptive Expectations of Difficulty Adaptation in Digital Games
- Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player Experience PDF of Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player ExperiencePublisher's version of Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player Experience
- Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces PDF of Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible SpacesPublisher's version of Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces