How self-esteem shapes our interactions with play technologies

Birk, M. and Mandryk, R. and Gerling, Kathrin (2015) How self-esteem shapes our interactions with play technologies. In: The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), 5-7 October 2015, London.

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Item Type:Conference or Workshop contribution (Paper)
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Abstract

The experience that results from video game play is shaped by the play environment, but also by various characteristics of the person playing. We investigated how player self-esteem predicts post-game motivation (enjoyment, effort, and tension), and conducted mediated regressions to show that players’ self-esteem alters post-play motivation by affecting how needs are satisfied during play. We also explored how self-esteem predicts post-play positive and negative affect and conducted mediated regressions to show how motivation partially mediates those effects. Our work suggests that players with different levels of self-esteem experience games differently; but more importantly, we provide an explanation of how these differences form by examining the mechanisms during games that ultimately contribute to player experience. Situating our results within theories of self, we discuss the importance of self-esteem for understanding player experience, describe the implications for games research, and consider how self-esteem shapes our interactions with play technologies.

Keywords:Computer games, Human-computer interaction
Subjects:G Mathematical and Computer Sciences > G440 Human-computer Interaction
Divisions:College of Science > School of Computer Science
ID Code:18215
Deposited On:03 Aug 2015 12:37

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