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Near Miss in a Video Game

An Experimental Study

Bibliographic Data

ID15440429
AuthorsTuri Reiten Finserås (0000-0003-1443-9850, University of Bergen, corresponding author), Elfrid Krossbakken (0000-0001-6883-2856, University of Bergen), Ståle Pallesen (0000-0002-5831-0840, University of Bergen), Rune Aune Mentzoni (0000-0003-0655-0292, University of Bergen), Rune Mentzoni, Daniel L King (0000-0002-1762-2581, The University of Adelaide), Mark D Griffiths (0000-0001-8880-6524, Nottingham Trent University), M A Griffiths (0000-0003-3070-1804), Helge Molde (0000-0003-0677-7948, University of Bergen)
Year2019
Volume19
Issue2
Pages418-428
Publication date2019-03-29
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Mental Health and Addiction (JOURNAL)
Journal identifiersISSN: 1557-1874 • E-ISSN: 1557-1882
PublisherSpringer Science+Business Media (PUBLISHER • DE)
DOI10.1007/s11469-019-00070-9
OpenAlexW2928104925
LanguageEN
Citations received2
References cited16

Models to explain persistent and excessive gaming behavior have proposed that reward characteristics in video games influence gaming behavior, yet these characteristics have received minimal empirical attention to date. The present study employed an experimental approach to examine how a near miss and other different outcomes (a win or loss with small and large margin, respectively) influence gaming behavior and subjective experiences and evaluations of the game. A total of 40 participants competed against four avatars in a counterbalanced repeated measure design with four scenarios: (a) losing by a large margin, (b) losing by a small margin, (c) winning by a small margin, and (d) winning by a large margin. Outcome measurements included the urge to continue playing, affective response, game evaluation, and regret. Repeated measure ANOVAs with post hoc tests were employed to assess outcomes across the scenarios. Participants reported greater frustration and regret when losing compared to winning and tended to evaluate the games they won more positively than the games they lost. Participants felt more bored and less excited when they experienced a near miss compared to winning by a large margin. The results show that winning in video games influences players’ experiences and perceptions differently than losing

Economics · Empirical research · Health psychology · Margin (machine learning · Multimedia · Perception · Post hoc · Post-hoc analysis · Public health · Regret · Repeated measures design · Statistics · Variance (accounting · Video game · Applied Psychology · Computer Science · Impact of Technology on Adolescents · Mathematics · Media Influence and Health · Medicine · Mind wandering and attention · Psychology · Social Psychology

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Unique citing works2
Citations per year0,67
Citation span2023 - 2024 (2)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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