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April Tyack Thesis (PDF 2MB) Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play April Tyack Bachelor of Mathematics Bachelor of Information Technology (Honours) Written under the supervision of Professor Peta Wyeth & Professor Daniel Johnson Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy School of Electrical Engineering and Computer Science Science and Engineering Faculty Queensland University of Technology 2019 Keywords Video games; wellbeing; self-determination theory; player experience; mixed methods; need frustration. Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play i Publications The following publications are based on key results from this research: Tyack, A., Wyeth, P., & Johnson, D. (under review). Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event. (Based on Study 1; submitted for review on September 21, 2019) Other publications include: Tyack, A. (2019). Splendid Isolation: Optimistic Relations Towards Virtual Experience. In Proceedings of DiGRA Australia 2019. [Peer-reviewed extended abstract] Wyeth, P., Hall, J., Carter, M., Tyack, A., & Altizer, R. (2018). New Research Perspectives on Game Design and Development Education. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 703-708). ACM. Tyack, A., Wyeth, P., & Klarkowski, M. (2018). Video Game Selection Procedures For Experimental Research. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM. Tyack, A., & Wyeth, P. (2017). Exploring Relatedness in Single-Player Video Game Play. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (pp. 422-427). ACM. Tyack, A., & Wyeth, P. (2017). Adapting Epic Theatre Principles for the Design of Games for Learning. In Proceedings of DiGRA 2017. Tyack, A., Wyeth, P., & Johnson, D. (2016). The Appeal of MOBA Games: What Makes People Start, Stay, and Stop. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 313-325). ACM. Tyack, A., & Wyeth, P. (2016). Reflective experiences in videogame play. In Proceedings of DiGRA Australia 2016. [Peer-reviewed extended abstract] ii Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play Abstract Understanding the ways that videogame engagement influences player wellbeing merits engagement with the range of potential players, videogames, and social contexts implicated in the player experience (PX). While research showing positive links between videogame play and wellbeing has flourished, the means by which play can improve player wellbeing is less clearly understood. Understanding how play improves wellbeing may benefit the design of interactive technologies for this purpose. Recent work in self- determination theory (SDT) literature has indicated that studying experiences of need frustration – feeling incompetent, controlled, and socially rejected – alongside need satisfaction – experiences of competence, autonomy, and relatedness – may produce new insights into the restorative qualities of videogame play. However, studies examining the ways that both need satisfaction and frustration may influence player wellbeing are yet to emerge in experimental PX research. Two experimental mixed-methods studies with pre-post measurement were therefore conducted to understand how and to what degree videogame play could improve player wellbeing following a negative experience. In these studies, participants were randomly assigned to engage with a need-satisfying or need-frustrating activity prior to a thirty-minute session of videogame play. Manipulations were focused on competence (Study 1) and autonomy (Study 2) only. Post-experiment interviews aimed to explore the ways that specific experiences of need satisfaction, need frustration, wellbeing, and motivation emerge in and through the player experience. In general, results showed that participants whose needs were frustrated, rather than satisfied, prior to play experienced greater improvement in need satisfaction, need frustration, short-term wellbeing, and intrinsic motivation during play. Experiences of need satisfaction during play were shown to effectively predict positive short-term wellbeing outcomes and intrinsic motivation; conversely, only competence frustration was shown to consistently predict negative short-term wellbeing outcomes. Although prior PX research had suggested that feelings of immersion (a reduced awareness of the mediated quality of a virtual environment) could moderate the effects of in-game experiences on post-play outcomes, evidence for this position was not observed. Study results similarly contrasted with research indicating that need frustration could influence Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play iii intrinsic motivation for a successive activity, although aspects of study design differed. Interview analysis produced elaborated positions on the ways that experiences of competence and autonomy emerge through virtual interactions, and identified three ways that players use videogames to support wellbeing – through self-suspension, wholehearted engagement in play, and as part of an ongoing practice of wellbeing maintenance. In aggregate, the present work demonstrates that videogame play can reverse the short-term wellbeing deficits associated with need-frustrating events. Moreover, study results establish the utility of need frustration as a means to understand negative experiences in play. These results contribute to SDT and PX literatures alike, and may find further application in the design of videogames aiming to facilitate specific experiential or behavioural outcomes. iv Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play Table of Contents Keywords ........................................................................................................... i Publications ...................................................................................................... ii Abstract ............................................................................................................ iii Table of Contents ............................................................................................. v List of Figures ............................................................................................... viii List of Tables .................................................................................................... ix List of Abbreviations ..................................................................................... xii Statement of Original Authorship ............................................................. xiii Acknowledgements ...................................................................................... xiv 1 Introduction ................................................................................................ 1 1.1 Background ................................................................................................ 1 1.2 Research Aims ........................................................................................... 2 1.3 Contributions ............................................................................................. 3 1.4 Thesis Outline ............................................................................................ 4 2 Literature Review ....................................................................................... 5 2.1 Player Experience ...................................................................................... 5 2.1.1 Short-Term Wellbeing Benefits of Videogame Play ...................... 6 2.1.2 Mood Management Theory .............................................................. 7 2.2 Self-Determination Theory .................................................................... 10 2.2.1 Wellbeing in Self-Determination Theory ...................................... 11 2.2.2 Need Satisfaction in Videogame Play ........................................... 13 2.2.3 Need Frustration in Videogame Play ............................................ 15 2.3 Summary and Implications.................................................................... 19 3 Research Design and Methodology ..................................................... 21 3.1 Research Structure and Scope ............................................................... 21 3.1.1 Hypotheses and Research Questions ............................................ 22 3.2 Study 1 Design ......................................................................................... 23 3.2.1 Measures ............................................................................................ 24 3.3 Study 2 Design ......................................................................................... 25 3.3.1 Measures ............................................................................................ 27 3.4 Approach .................................................................................................. 29 3.4.1 Procedure ........................................................................................... 29 3.4.2 Videogame Selection ........................................................................ 30 Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play v 3.4.3 Analysis ............................................................................................
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