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“i”Play: The Psychological Effects of Customized Feedback in Videogames

Sat, May 23, 9:00 to 10:15, Caribe Hilton, San Geronimo Ballroom C

Abstract

This paper extended the concept of customization to the domain of videogames and explored the nuances of individualized feedback in concert with other important variables in the gaming context. Specifically, Study 1 employed a 2 (distraction: low vs. high) x 3 (feedback type: customized, non-customized, no feedback) experimental design to explore the interplay between feedback and distraction on the outcome measures of attitude toward the game and game performance. Study 2 aimed to further unravel the role of distraction in customized feedback by including progress information as an additional independent variable. Specifically, Study 2 employed a 2 (distraction: low vs. high) x 4 (progress information: no progress information, low progress medium progress, high progress) experimental design, where all participants were provided individualized feedback.

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