SlideShare a Scribd company logo
joys of
absenceemotion, emotion display,
and interaction tension
in video game play
Sebastian Deterding
PlaIT Lab, Northeastern University
FDG 2015, June 23, 2015
c b
<1>
introduction
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video Game Play
two theories
more
enjoyment as present positive experience
the majority view
Boyle et al., 2012
Surprise
Need satisfaction Rewards
Suspense, arousal
Recognition
Power
less
enjoyment as absent negative experience
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video Game Play
except …
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video Game Play
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video Game Play
Interaction tension
• For any type of social encounter, there are norms how to get
involved in what
• Usually, spontaneous desired involvement and socially
demanded misalign, resulting in “dysphoric tension”: unease,
alienation, self-repression, awkwardness
• When spontaneous and demanded involvement align, we
experience “euphoric ease”
Goffman, 1953, 1961: 41-45
A core aspect: emotion & its display
Hochschild, 1979; von Scheve, 2012
erving goffman
fun in games (1961: 23)
»Participants will hold in check certain
psychological states and attitudes, for,
after all, the very general rule that one
enter into the prevailing mood in the
encounter carries the understanding that
contradictory feelings will be held in
abeyance.«
erving goffman
fun in games (1961: 45)
»In gaming encounters, euphoric
interaction is relatively often
achieved: gaming is often fun.«
Toledano (2002)
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video Game Play
<2>
study
research questions
1. What norms of emotion regulation exist for
leisurely video game play – if any?
2. Does the fit of spontaneously arising and socially
demanded emotion (display) lead to experiences of
“euphoric ease”? How?
Method & data
• Re-analysis of existing data set1
• Purposive sampling of interviewees gaming leisurely &
instrumentally: journalism, design, research, e-sport (n=19)
• Semi-structured interviews, 90-120 min. each
• Interviewees invited to report »typical« flow of events,
report norm (breaches), compare contexts
• Transcription of all interviews
• Coding and analysis w/ MAXQDA following directed
qualitative content analysis2
1 Deterding, 2014; 2 Hsieh & Shannon 2005, Gläser & Laudel 2011
<3>
findings
multiplayer gaming: less like this …
#1
more like this: plenty norms & self-regulation
“Anger, aggression when you’re playing video games together with,
(2s) via network, via Internet, (3s) those are all things ac- companying
gameplay, that are often also playful. (...) Nothing that is wrong or so.”
Interviewer: “Any situation, where you, when you say frustration or
aggression, do you remember a situation where someone took that the
wrong way?”
Player: “*No*, no, no. That’s with the people with whom I’ve played
up to now, so that they (3s) take that in a way, that it shows me, they
see that similarly. Evaluate that in the same way, are apparently (2s)
socialized similarly, know that that’s part of gaming and not meant in
a malign manner, is even part of the whole.” (P4/600-608)
otherwise “inappropriate” emotions are ok
“Yes, so in a group game, in a group game it is expected that
you show elation when you have achieved something,
somehow. That is, you should show that then. (3s) You
should certainly also be appropriately frustrated when
something doesn’t work, and not say: <<Ahh, who cares.>>
And then, not in online games, but in group situations like
with the Kinect, there it’s certainly also the case that you
should appropriately be happy for somebody else, if
somebody made a new high score, because that’s certainly
socially, like, desired.” (P2/260)
“appropriate” emotions are demanded
“Well, it’s simply distracting. So although,
well, I am somehow in flow, in quotation
marks, and immersed and in there, so I still
catch myself as I am then still somehow, as
I::: can’t focus one the game one hundred
percent” (P10/403)
dysphoric tension is common in shared encounters
“No, you are a sore loser if you, if you burden the others
with your own frustration. That means, when you vent
your anger and, and, and you’re in a sour mood and that
becomes a burden for the others.” (P17/444)
“For example, we had, let’s say, when a player from my
team, what also happened, for instance had just broken
up with his girlfriend. Then you’re a little down, or you’re
angry. And then, for instance, you should, when you
notice that, shouldn’t taunt him on top of that.” (P15/327)
function: regard to the others’ enjoyment & Self
“If somebody, who sees that differently, and for that person it’s
extremely important, and he says: <<That is *me* who has ad-
vanced here>>, then that’s something I don’t understand. If he
also signals happiness and says: <<Great.>> And for me it
doesn’t have just the appearance anymore, or just the: <<I had a
success in the game and I’m proud that I achieved a certain point
in the game, that is part of the game and I made another level.>>
No, if the other says: <<I grew *myself* as a person>>, because
he achieved something in the game. And this mixing, if I hear real
floodings of emotion or something like that, that really isn’t
necessary.” (P4/484)
function: “disinvolved involvement” signals adult self
this is single-player gaming
#2
“So if I feel unobserved, in my private
rooms, then I can show any emotion,
because there would be nothing
inappropriate in doing so, because I
wouldn’t offend anyone with it. At most I
would offend myself ((laughs)).” (P9/225)
no regulation in solitary/anonymous gaming
“Freedom I would also say, certainly in the private
context, because there I can simply show all
emotions that I develop when I play this game. And
that I of course don’t have when I’m sitting in the
office. That’s not a feeling of freedom. I would say,
if I had the opportunity to play Battlefield in the
office, I would enjoy it less because I then don’t
have this feeling of freedom.” (P9/309)
euphoric ease is hygiene factor, only consciously
present in solitary gaming
matter matters
#3
Interviewer: “If you play a mobile game, is there, in
comparison to playing at home alone in front of the console,
is there a difference in what emotions you can or are allowed
to express?”
Player: “Since I am then mostly in a public surrounding, loud
screaming or throwing that thing in the corner are not an
option. Although you would really want to do it, you have to
restrain yourself a bit there and, let’s put it this way, appear a
bit more suited for public.” (P7/ 269-271)
private home serves as awareness shield from
potentially disapproving others
<4>
summary &
outlook
findings
• Rich norms of emotion regulation in shared video game
play: show appropriate & inhibit inappropriate emotion to
support other’s enjoyment; display adult disinvolved
involvement
• Euphoric ease is a hygiene factor, becomes a figure of
positive experience only in solitary play
• The unobserved solitariness of solitary play is an important
factor for game enjoyment
• Material spaces are an important context factor for
unobserved solitary play
limitations
• Small, cultural homogenous sample
• Qualitative, theory-generating not theory-testing
• Data re-analysis: theoretical saturation was reached for
other, broader research focus
connections
• Mood management theory (MMT): attentive absorption
through media intervenes in negative rumination
• Flow theory (FT): Mind gravitates to disorder and worry;
well-structured activity order mind and absorbs attention,
blocking worry = flow
• MMT, FT, interaction tension agree that engrossment ->
absence of negative experience = enjoyment
• Interaction tension adds that engrossment is function of
relation between player and object and social context
(1) Whitaker, Velez & Knobloch-Westerwick, 2012; (2) Csikszentmihalyi 1990
future work
• Quantitative testing: Are findings reliable, generalisable?
• Psychological explanation: Why is interaction tension
unenjoyable?
• Cognitive dissonance?1
• Goal conflict?2
• Attention switching?
• Autonomous/controlled motivation?3
• Other social processes involved in game enjoyment
• Other hygiene factors/absent negatives in game enjoyment
(1) Festinger, 1962; (2) Webb & Sheeran, 2005; (3) Deci & Ryan, 2012
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
Thank you.

More Related Content

PDF
Forced to Be Free, Partially: Participation Norms in Leisurely Video Gaming E...
PDF
Contextual Autonomy Support in Video Game Play: A Grounded Theory
PDF
Situational Autonomy Support in Video Game Play: An Exploratory Study
PDF
Outside the Box: Toward an Ecology of Gaming Enjoyment
PDF
Disambiguating Play: An Exploratory Analysis of Gaming Modes
PDF
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...
PDF
Play As A Competitive Advantage
PPT
Fun And Games Presentation, Robert Grigg, University of Portsmouth, Use8
Forced to Be Free, Partially: Participation Norms in Leisurely Video Gaming E...
Contextual Autonomy Support in Video Game Play: A Grounded Theory
Situational Autonomy Support in Video Game Play: An Exploratory Study
Outside the Box: Toward an Ecology of Gaming Enjoyment
Disambiguating Play: An Exploratory Analysis of Gaming Modes
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...
Play As A Competitive Advantage
Fun And Games Presentation, Robert Grigg, University of Portsmouth, Use8

What's hot (20)

PPTX
Connecting Ethical Choices in Games to Moral Frameworks
PDF
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
PDF
MMO Player Psychology
PDF
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
PDF
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
PDF
Back to Play: A Reply to Malaby
PPTX
Research
PPT
Behind the Avatar: using qualitative methods to understand MMO gamers
PPTX
Psychological Games People Play - Transactional Analysis
PDF
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
PPTX
Goulding kupfer diagram
PDF
How to design inner play in a study narrative?
PPTX
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
PDF
The Psychology of the Player & Game Character Design and Representation by Sh...
PDF
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
PDF
EN_FAITH_the_sci-fi_rpg_ruleset
PDF
Cultivating Ludus: The Rhetorics of Gamification
PPTX
Game research
PDF
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...
PDF
Conditioned to play
Connecting Ethical Choices in Games to Moral Frameworks
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
MMO Player Psychology
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
Back to Play: A Reply to Malaby
Research
Behind the Avatar: using qualitative methods to understand MMO gamers
Psychological Games People Play - Transactional Analysis
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
Goulding kupfer diagram
How to design inner play in a study narrative?
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
The Psychology of the Player & Game Character Design and Representation by Sh...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
EN_FAITH_the_sci-fi_rpg_ruleset
Cultivating Ludus: The Rhetorics of Gamification
Game research
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...
Conditioned to play
Ad

Viewers also liked (19)

PPTX
Tim Ervin part 1
PPT
Autism Conference - May 26th-27th 2011 - Denmark
PPT
PPTX
Rang 5 an corp
PDF
AUTISM PARENTING
PDF
PPT
Digital story telling
PPTX
презентация наг(субтитри)
PPTX
Sensory defensiveness –for parents
PPTX
Learning about Autism
PPTX
Autism and Sensory Differences
PPTX
Sensory Processing in Infants and Toddlers:  Now that I know about it what d...
PPT
Sensory Processing Disorder
PPTX
Sensory power point why does my child act that way
PPTX
Sensory Play & Art @ Your Library
PPT
Supportive and defensive communication climates
PPT
Theory Of Mind
ODP
Autism powerpoint
PPTX
Autism Powerpoint
Tim Ervin part 1
Autism Conference - May 26th-27th 2011 - Denmark
Rang 5 an corp
AUTISM PARENTING
Digital story telling
презентация наг(субтитри)
Sensory defensiveness –for parents
Learning about Autism
Autism and Sensory Differences
Sensory Processing in Infants and Toddlers:  Now that I know about it what d...
Sensory Processing Disorder
Sensory power point why does my child act that way
Sensory Play & Art @ Your Library
Supportive and defensive communication climates
Theory Of Mind
Autism powerpoint
Autism Powerpoint
Ad

Similar to Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video Game Play (20)

PPT
Whyweplaygames xeodesign
PDF
What makes male gamers angry, sad, amused, and enthusiastic while playing vio...
PPTX
Identity in the Virtual World Presentation
PPTX
social isolation by video games
DOCX
Journalism paper
PDF
Emotions in game and narrative - 20141204
PPTX
Media Psychology and Human Communication and YOU
PPT
RO The Effects of Video Games
PPT
Treatment considerations internet gaming
PPTX
Comm 250 presentation
PPTX
Title: To Play, or to Be?" The Psychology of Video Games
PDF
The win, the worth, and the work of play: Exploring phenomenal entertainment ...
PPTX
Mc502 powerpoint 2011
PPT
Diagnostic considerations internet gaming use disorder
PDF
The benefits of playing video games amp a0034857
PPTX
PPT
The psychosocial implications of Game Transfer Phenomena: An empirical study
DOC
Chapter 7
PDF
Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nik...
PPTX
New media presentation
Whyweplaygames xeodesign
What makes male gamers angry, sad, amused, and enthusiastic while playing vio...
Identity in the Virtual World Presentation
social isolation by video games
Journalism paper
Emotions in game and narrative - 20141204
Media Psychology and Human Communication and YOU
RO The Effects of Video Games
Treatment considerations internet gaming
Comm 250 presentation
Title: To Play, or to Be?" The Psychology of Video Games
The win, the worth, and the work of play: Exploring phenomenal entertainment ...
Mc502 powerpoint 2011
Diagnostic considerations internet gaming use disorder
The benefits of playing video games amp a0034857
The psychosocial implications of Game Transfer Phenomena: An empirical study
Chapter 7
Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nik...
New media presentation

More from Sebastian Deterding (20)

PDF
Gamification for Health Behaviour Change
PDF
City Games: Up and Down and Sideways on the Ladder of Abstraction
PDF
Desperately Seeking Theory
PDF
Gamification: Missverständnisse und Lösungen
PDF
Experience Design in the Museum
PDF
Gameful Design for Learning
PDF
Un-Boring Meetings
PDF
Explodierende Medien
PDF
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
PDF
Design Against Productivity
PDF
I wonder ... Designing for Curiosity
PDF
Player Rating Algorithms for Balancing Human Computation Games: Testing the E...
PDF
The Great Escape from the Prison House of Language: Games, Production Studies...
PDF
Progress Wars: Idle Games and the Demarcation of "Real Games"
PDF
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/A...
PDF
What Larp can Learn from RPG Studies
PDF
Gamification: Solving the Engagement Problem in Communication?
PDF
Gamification: Future Tools
PDF
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
PDF
Office Playgrounds: Can Freedom Be Programmed?
Gamification for Health Behaviour Change
City Games: Up and Down and Sideways on the Ladder of Abstraction
Desperately Seeking Theory
Gamification: Missverständnisse und Lösungen
Experience Design in the Museum
Gameful Design for Learning
Un-Boring Meetings
Explodierende Medien
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
Design Against Productivity
I wonder ... Designing for Curiosity
Player Rating Algorithms for Balancing Human Computation Games: Testing the E...
The Great Escape from the Prison House of Language: Games, Production Studies...
Progress Wars: Idle Games and the Demarcation of "Real Games"
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/A...
What Larp can Learn from RPG Studies
Gamification: Solving the Engagement Problem in Communication?
Gamification: Future Tools
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
Office Playgrounds: Can Freedom Be Programmed?

Recently uploaded (20)

PDF
2025_AIFG_Akane_Kikuchi_Empathy_Design.PDF
PDF
321 LIBRARY DESIGN.pdf43354445t6556t5656
PPTX
8086.pptx microprocessor and microcontroller
PPTX
Acoustics new for. Sound insulation and absorber
PPTX
Media And Information Literacy for Grade 12
PDF
analisis snsistem etnga ahrfahfffffffffffffffffffff
PPTX
a group casestudy on architectural aesthetic and beauty
PDF
Architecture Design Portfolio- VICTOR OKUTU
PPTX
22CDH01-V3-UNIT-I INTRODUCITON TO EXTENDED REALITY
PPTX
Necrosgwjskdnbsjdmdndmkdndndnmdndndkdmdndkdkndmdmis.pptx
PPTX
Bitcoin predictor project presentation
PDF
2025CategoryRanking of technology university
PDF
trenching-standard-drawings procedure rev
PPTX
Presentation1.pptxnmnmnmnjhjhkjkjkkjkjjk
PDF
Chalkpiece Annual Report from 2019 To 2025
PPTX
PROPOSAL tentang PLN di metode pelaksanaan.pptx
PDF
GSH-Vicky1-Complete-Plans on Housing.pdf
PPTX
timber basics in structure mechanics (dos)
PPT
robotS AND ROBOTICSOF HUMANS AND MACHINES
PDF
THEORY OF ID MODULE (Interior Design Subject)
2025_AIFG_Akane_Kikuchi_Empathy_Design.PDF
321 LIBRARY DESIGN.pdf43354445t6556t5656
8086.pptx microprocessor and microcontroller
Acoustics new for. Sound insulation and absorber
Media And Information Literacy for Grade 12
analisis snsistem etnga ahrfahfffffffffffffffffffff
a group casestudy on architectural aesthetic and beauty
Architecture Design Portfolio- VICTOR OKUTU
22CDH01-V3-UNIT-I INTRODUCITON TO EXTENDED REALITY
Necrosgwjskdnbsjdmdndmkdndndnmdndndkdmdndkdkndmdmis.pptx
Bitcoin predictor project presentation
2025CategoryRanking of technology university
trenching-standard-drawings procedure rev
Presentation1.pptxnmnmnmnjhjhkjkjkkjkjjk
Chalkpiece Annual Report from 2019 To 2025
PROPOSAL tentang PLN di metode pelaksanaan.pptx
GSH-Vicky1-Complete-Plans on Housing.pdf
timber basics in structure mechanics (dos)
robotS AND ROBOTICSOF HUMANS AND MACHINES
THEORY OF ID MODULE (Interior Design Subject)

Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video Game Play

  • 1. joys of absenceemotion, emotion display, and interaction tension in video game play Sebastian Deterding PlaIT Lab, Northeastern University FDG 2015, June 23, 2015 c b
  • 6. enjoyment as present positive experience
  • 7. the majority view Boyle et al., 2012 Surprise Need satisfaction Rewards Suspense, arousal Recognition Power
  • 9. enjoyment as absent negative experience
  • 14. Interaction tension • For any type of social encounter, there are norms how to get involved in what • Usually, spontaneous desired involvement and socially demanded misalign, resulting in “dysphoric tension”: unease, alienation, self-repression, awkwardness • When spontaneous and demanded involvement align, we experience “euphoric ease” Goffman, 1953, 1961: 41-45
  • 15. A core aspect: emotion & its display Hochschild, 1979; von Scheve, 2012
  • 16. erving goffman fun in games (1961: 23) »Participants will hold in check certain psychological states and attitudes, for, after all, the very general rule that one enter into the prevailing mood in the encounter carries the understanding that contradictory feelings will be held in abeyance.«
  • 17. erving goffman fun in games (1961: 45) »In gaming encounters, euphoric interaction is relatively often achieved: gaming is often fun.«
  • 21. research questions 1. What norms of emotion regulation exist for leisurely video game play – if any? 2. Does the fit of spontaneously arising and socially demanded emotion (display) lead to experiences of “euphoric ease”? How?
  • 22. Method & data • Re-analysis of existing data set1 • Purposive sampling of interviewees gaming leisurely & instrumentally: journalism, design, research, e-sport (n=19) • Semi-structured interviews, 90-120 min. each • Interviewees invited to report »typical« flow of events, report norm (breaches), compare contexts • Transcription of all interviews • Coding and analysis w/ MAXQDA following directed qualitative content analysis2 1 Deterding, 2014; 2 Hsieh & Shannon 2005, Gläser & Laudel 2011
  • 24. multiplayer gaming: less like this … #1
  • 25. more like this: plenty norms & self-regulation
  • 26. “Anger, aggression when you’re playing video games together with, (2s) via network, via Internet, (3s) those are all things ac- companying gameplay, that are often also playful. (...) Nothing that is wrong or so.” Interviewer: “Any situation, where you, when you say frustration or aggression, do you remember a situation where someone took that the wrong way?” Player: “*No*, no, no. That’s with the people with whom I’ve played up to now, so that they (3s) take that in a way, that it shows me, they see that similarly. Evaluate that in the same way, are apparently (2s) socialized similarly, know that that’s part of gaming and not meant in a malign manner, is even part of the whole.” (P4/600-608) otherwise “inappropriate” emotions are ok
  • 27. “Yes, so in a group game, in a group game it is expected that you show elation when you have achieved something, somehow. That is, you should show that then. (3s) You should certainly also be appropriately frustrated when something doesn’t work, and not say: <<Ahh, who cares.>> And then, not in online games, but in group situations like with the Kinect, there it’s certainly also the case that you should appropriately be happy for somebody else, if somebody made a new high score, because that’s certainly socially, like, desired.” (P2/260) “appropriate” emotions are demanded
  • 28. “Well, it’s simply distracting. So although, well, I am somehow in flow, in quotation marks, and immersed and in there, so I still catch myself as I am then still somehow, as I::: can’t focus one the game one hundred percent” (P10/403) dysphoric tension is common in shared encounters
  • 29. “No, you are a sore loser if you, if you burden the others with your own frustration. That means, when you vent your anger and, and, and you’re in a sour mood and that becomes a burden for the others.” (P17/444) “For example, we had, let’s say, when a player from my team, what also happened, for instance had just broken up with his girlfriend. Then you’re a little down, or you’re angry. And then, for instance, you should, when you notice that, shouldn’t taunt him on top of that.” (P15/327) function: regard to the others’ enjoyment & Self
  • 30. “If somebody, who sees that differently, and for that person it’s extremely important, and he says: <<That is *me* who has ad- vanced here>>, then that’s something I don’t understand. If he also signals happiness and says: <<Great.>> And for me it doesn’t have just the appearance anymore, or just the: <<I had a success in the game and I’m proud that I achieved a certain point in the game, that is part of the game and I made another level.>> No, if the other says: <<I grew *myself* as a person>>, because he achieved something in the game. And this mixing, if I hear real floodings of emotion or something like that, that really isn’t necessary.” (P4/484) function: “disinvolved involvement” signals adult self
  • 32. “So if I feel unobserved, in my private rooms, then I can show any emotion, because there would be nothing inappropriate in doing so, because I wouldn’t offend anyone with it. At most I would offend myself ((laughs)).” (P9/225) no regulation in solitary/anonymous gaming
  • 33. “Freedom I would also say, certainly in the private context, because there I can simply show all emotions that I develop when I play this game. And that I of course don’t have when I’m sitting in the office. That’s not a feeling of freedom. I would say, if I had the opportunity to play Battlefield in the office, I would enjoy it less because I then don’t have this feeling of freedom.” (P9/309) euphoric ease is hygiene factor, only consciously present in solitary gaming
  • 35. Interviewer: “If you play a mobile game, is there, in comparison to playing at home alone in front of the console, is there a difference in what emotions you can or are allowed to express?” Player: “Since I am then mostly in a public surrounding, loud screaming or throwing that thing in the corner are not an option. Although you would really want to do it, you have to restrain yourself a bit there and, let’s put it this way, appear a bit more suited for public.” (P7/ 269-271) private home serves as awareness shield from potentially disapproving others
  • 37. findings • Rich norms of emotion regulation in shared video game play: show appropriate & inhibit inappropriate emotion to support other’s enjoyment; display adult disinvolved involvement • Euphoric ease is a hygiene factor, becomes a figure of positive experience only in solitary play • The unobserved solitariness of solitary play is an important factor for game enjoyment • Material spaces are an important context factor for unobserved solitary play
  • 38. limitations • Small, cultural homogenous sample • Qualitative, theory-generating not theory-testing • Data re-analysis: theoretical saturation was reached for other, broader research focus
  • 39. connections • Mood management theory (MMT): attentive absorption through media intervenes in negative rumination • Flow theory (FT): Mind gravitates to disorder and worry; well-structured activity order mind and absorbs attention, blocking worry = flow • MMT, FT, interaction tension agree that engrossment -> absence of negative experience = enjoyment • Interaction tension adds that engrossment is function of relation between player and object and social context (1) Whitaker, Velez & Knobloch-Westerwick, 2012; (2) Csikszentmihalyi 1990
  • 40. future work • Quantitative testing: Are findings reliable, generalisable? • Psychological explanation: Why is interaction tension unenjoyable? • Cognitive dissonance?1 • Goal conflict?2 • Attention switching? • Autonomous/controlled motivation?3 • Other social processes involved in game enjoyment • Other hygiene factors/absent negatives in game enjoyment (1) Festinger, 1962; (2) Webb & Sheeran, 2005; (3) Deci & Ryan, 2012