Full paper · 2019

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

Denisova, A., & Cook, E.

ConferenceProceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'19), 2019

Teaser figure: Power-ups in digital games. Screenshots of five power-ups: laser cannon, double gun, laser gun, health and life. With 36 players, both real and placebo power-ups (which looked the same but did nothing) gave higher immersion and autonomy than no power-ups, with no difference in competence or challenge.
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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

  1. Builds on · 2015The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence
  2. This paper · 2019Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience

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