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Time Pressure as Video Game Design Element and Basic Need Satisfaction

Published: 07 May 2016 Publication History

Abstract

In this experimental study, the relationships between time pressure in games and autonomy and competence were observed with two conditions (with and without time limit). Mediating effects of autonomy and competence between time pressure and intrinsic motivation, flow, engagement, performance, and enjoyment were also investigated. No significant difference was revealed except from flow where the participants in the experimental condition experienced more flow than those in the control condition. However, there were significant differences in flow and engagement between a subgroup of the experimental condition who failed to complete the goal in the game within the specified time limit, and other subgroups in both conditions who successfully completed it. The findings suggest that there may be an optimal time limit in which autonomy and competence are maximized, and thus intrinsic motivation, flow, engagement, performance, and enjoyment are promoted.

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cover image ACM Conferences
CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
May 2016
3954 pages
ISBN:9781450340823
DOI:10.1145/2851581
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 07 May 2016

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Author Tags

  1. basic need satisfaction
  2. self-determination theory
  3. time pressure
  4. video games

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CHI'16
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CHI'16: CHI Conference on Human Factors in Computing Systems
May 7 - 12, 2016
California, San Jose, USA

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CHI EA '16 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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  • (2023)Upper Limb Impairment and the potential role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: views of specialist clinicians and people with MS. (Preprint)JMIR Serious Games10.2196/51508Online publication date: 2-Aug-2023
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