On the dynamics of affective states during play and the role of confusion
Fuente:
arXiv
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| Autores principales: | , , , |
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| Formato: | Preprint |
| Publicado: |
2025
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| Acceso en línea: | |
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| _version_ | 1866915478335651840 |
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| author | Volden, Thomas Vase Schultz Montoya, Oleg Jarma Burelli, Paolo Scirea, Marco |
| author_facet | Volden, Thomas Vase Schultz Montoya, Oleg Jarma Burelli, Paolo Scirea, Marco |
| contents | Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research suggests that confusion can contribute to a positive experience, potentially motivating players to learn. The state of confusion in video games should be further investigated to gain more insight into the learning experience of play and how it affects the player experience. In this article, we design a study to collect learning-related affects for users playing a game prototype that intentionally confuses the player. We assess the gathered affects against a complex learning model, affirming that, in specific instances, the player experience aligns with the learning experiences. Moreover, we identify correlations between these affects and the Player Experience Inventory constructs, particularly concerning flow experiences. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2507_03391 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | On the dynamics of affective states during play and the role of confusion Volden, Thomas Vase Schultz Montoya, Oleg Jarma Burelli, Paolo Scirea, Marco Human-Computer Interaction Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research suggests that confusion can contribute to a positive experience, potentially motivating players to learn. The state of confusion in video games should be further investigated to gain more insight into the learning experience of play and how it affects the player experience. In this article, we design a study to collect learning-related affects for users playing a game prototype that intentionally confuses the player. We assess the gathered affects against a complex learning model, affirming that, in specific instances, the player experience aligns with the learning experiences. Moreover, we identify correlations between these affects and the Player Experience Inventory constructs, particularly concerning flow experiences. |
| title | On the dynamics of affective states during play and the role of confusion |
| topic | Human-Computer Interaction |
| url | https://arxiv.org/abs/2507.03391 |