ABSTRACT
Mindfulness in a general sense is defined as being in the present without having thoughts about past or future. In this study, we have investigated the effect of trait mindfulness on gameplay experience. Specifically, we examined the associations between trait mindfulness and engagement, enjoyment and competence after a game session. Participants (N = 102) first completed a questionnaire packet, and then played a fast-paced video game developed for the purpose of this study (while being eye tracked). Finally, they completed another questionnaire to assess their player experience. Results showed that trait mindfulness was negatively associated with engagement, but positively associated with competence. There was no significant relationship between mindfulness and player enjoyment. The theoretical implications for the unexpected negative association between mindfulness and engagement and the planned future efforts of this work in progress are discussed.
- Anderson, W. T. (2016). Mindful music listening instruction increases listening sensitivity and enjoyment. Update: Applications of Research in Music Education, 34(3), 48--55. Google ScholarCross Ref
- Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., & Pidruzny, J. N. (2009). The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology, 45(4), 624--634. Google ScholarCross Ref
- Brown, E., & Cairns, P. (2004, April). A grounded investigation of game immersion. In CHI'04 extended abstracts on Human factors in computing systems (pp. 1297--1300). ACM. Google ScholarDigital Library
- Brown, K. W., & Ryan, R. M. (2003). The benefits of being present: mindfulness and its role in psychological well-being. Journal of personality and social psychology, 84(4), 822. Google ScholarCross Ref
- Bergomi, C., Tschacher, W., & Kupper, Z. (2014). Konstruktion und erste Validierung eines Fragebogens zur umfassenden Erfassung von Achtsamkeit. Diagnostica. Google ScholarCross Ref
- Carmody, J., & Baer, R. A. (2008). Relationships between mindfulness practice and levels of mindfulness, medical and psychological symptoms and well-being in a mindfulness-based stress reduction program. Journal of behavioral medicine, 31(1), 23--33. Google ScholarCross Ref
- Costa, P. T., & MacCrae, R. R. (1992). Revised NEO personality inventory (NEO PI-R) and NEO fivefactor inventory (NEO-FFI): Professional manual. Psychological Assessment Resources, Incorporated.Google Scholar
- Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience. New York: Harper Perennial.Google Scholar
- Dimidjian, S., & Linehan, M. M. (2003). Defining an agenda for future research on the clinical application of mindfulness practice. Clinical Psychology: Science and Practice, 10(2), 166--171. Google ScholarCross Ref
- Gackenbach, J., & Bown, J. (2011). Mindfulness and video game play: A preliminary inquiry. Mindfulness, 2(2), 114--122. Google ScholarCross Ref
- Gavriloff, D., & Lusher, J. (2015). Social Anxiety and Mindfulness in Online Gamers. The Computer Games Journal, 4(1--2), 123--132. Google ScholarCross Ref
- Goldstein, J. (2002). One dharma: The emerging western Buddhism (p. 224). Harper San Francisco.Google Scholar
- Harmonix. 2007. Rock Band. Game [Playstation 3]. (20 November 2007). Electronic Arts, Redwood City, USA.Google Scholar
- Hodgins, H. S., & Knee, C. R. (2002). The integrating self and conscious experience. Handbook of self-determination research, 87--100.Google Scholar
- Hong, P. Y., Lishner, D. A., & Han, K. H. (2014). Mindfulness and eating: An experiment examining the effect of mindful raisin eating on the enjoyment of sampled food. Mindfulness, 5(1), 80--87. Google ScholarCross Ref
- Kabat-Zinn, J. (2000). Indra's net at work: The mainstreaming of Dharma practice in society.Google Scholar
- Kee, Y. H., & Liu, Y. T. (2011). Effects of dispositional mindfulness on the self-controlled learning of a novel motor task. Learning and Individual Differences, 21(4), 468--471. Google ScholarCross Ref
- Leroy, H., Anseel, F., Dimitrova, N. G., & Sels, L. (2013). Mindfulness, authentic functioning, and work engagement: A growth modeling approach. Journal of Vocational Behavior, 82(3), 238--247. Google ScholarCross Ref
- Malinowski, P., & Lim, H. J. (2015). Mindfulness at work: Positive affect, hope, and optimism mediate the relationship between dispositional mindfulness, work engagement, and well-being. Mindfulness, 6(6), 1250--1262. Google ScholarCross Ref
- Moscardo, G., & Pearce, P. L. (1986). Visitor centres and environmental interpretation: An exploration of the relationships among visitor enjoyment, understanding and mindfulness. Journal of Environmental Psychology, 6(2), 89--108. Google ScholarCross Ref
- Nyanaponika (Thera). (1972). The power of mindfulness. Unity Press.Google Scholar
- Reid, D. (2011). Mindfulness and flow in occupational engagement: Presence in doing. Canadian Journal of Occupational Therapy, 78(1), 50--56. Google ScholarCross Ref
- Roemer, L., & Orsillo, S. M. (2003). Mindfulness: A promising intervention strategy in need of further study. Clinical psychology: Science and practice, 10(2), 172--178. Google ScholarCross Ref
- Ryan, R. M. (1982). Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of personality and social psychology, 43(3), 450. Google ScholarCross Ref
- Ryan, R. M., & Deci, E. L. (2000). Selfdetermination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68. Google ScholarCross Ref
- Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344--360. Google ScholarCross Ref
- Salomon, G., & Globerson, T. (1989). When teams do not function the way they ought to. International journal of Educational research, 13(1), 89--99. Google ScholarCross Ref
- Shapiro, S. L., Oman, D., Thoresen, C. E., Plante, T. G., & Flinders, T. (2008). Cultivating mindfulness: effects on well-being. Journal of clinical psychology, 64(7), 840--862. Google ScholarCross Ref
- Sliwinski, J., Katsikitis, M., & Jones, C. M. (2015, September). Mindful Gaming: How Digital Games Can Improve Mindfulness. In Human-Computer Interaction (pp. 167--184). Springer International Publishing.Google Scholar
- Smith, G. T., Fischer, S., & Fister, S. M. (2003). Incremental validity principles in test construction. Psychological assessment, 15(4), 467. Google ScholarCross Ref
- Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3--3. Google ScholarDigital Library
- Thompson, B. (2009). Mindfulness-based stress reduction for people with chronic conditions. The British Journal of Occupational Therapy, 72(9), 405--410. Google ScholarCross Ref
- Xie, L., Antle, A. N., & Motamedi, N. (2008, February). Are tangibles more fun?: comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces. In Proceedings of the 2nd international conference on Tangible and embedded interaction (pp. 191--198). ACM. Google ScholarDigital Library
- Ying, Y. W. (2008). Variation in personal competence and mental health between entering and graduating MSW students: The contribution of mindfulness. Journal of Religion & Spirituality in Social Work: Social Thought, 27(4), 405--422. Google ScholarCross Ref
Index Terms
- Trait Mindfulness and Player Experience
Recommendations
Designing and Evaluating Games for Mindfulness
Theoretical and Practical Computer Applications in EntertainmentThis research investigates the relationship between mindfulness and digital games, by identifying which aspects of mindfulness can be trained by digital games and which game elements influence factors of mindfulness. Games and interactive approaches ...
Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre
IntroductionPlayer experience is the interaction between individual qualities and game attributes. It is becoming a popular topic to understand why individuals are interested in different video games. The current literature offers a range of ...
Interactively mediating experiences of mindfulness meditation
Sonic Cradle is a human-computer interaction paradigm designed to foster meditative attentional patterns. A user s body is suspended comfortably in a completely dark sound chamber while the interaction paradigm subtly encourages them to focus on their ...
Comments