Set Players to Stun: Inducing Basic Psychological Need Frustration in a Casual Video Game

Author:

Phillips Cody1,Neufeld Parker2,Klarkowski Madison1

Affiliation:

1. Computer Science, Queensland University of Technology , Brisbane, Queensland, 4000 , Australia

2. Computer Science, University of Saskatchewan , Saskatoon, Saskatchewan, S7N 5A2 , Canada

Abstract

Abstract This study investigates the concept of psychological need frustration within the context of video games. We explore the potential of discrete in-game events, specifically the usage of widely popular ‘stun’ mechanics, to induce feelings of need frustration in players. We designed, developed and experimentally tested a bespoke video game with four conditions: No Stuns, Avoidable Stuns, Unavoidable Stuns and Layered Stuns (a combination of avoidable and unavoidable stuns). Our findings show that Unavoidable Stuns lead to statistically significantly greater autonomy need frustration. This finding has important implications for games research, as psychological need frustration is linked to negative effects on player engagement and wellbeing. Our results also highlight that a variety of stun mechanics can undermine psychological need satisfaction. Taken together, this work makes a meaningful contribution to HCI and games literature, showcasing that game mechanics can be designed in a way that undermines psychological needs.

Funder

Natural Sciences and Engineering Research Council of Canada

Publisher

Oxford University Press (OUP)

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