The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment

Rieger Diana, Wulf Tim, Kneer Julia, Frischlich Lena, Bente Gary

Forschungsartikel (Zeitschrift) | Peer reviewed

Zusammenfassung

Recent research found that playing video games is able to serve mood management purposes as well as contribute to gratifications such as need satisfaction. Both aspects can foster the enjoyment as entertain- ment experience. The current study explores the question of how in-game success as a prerequisite for satisfying the need for competence and autonomy positively influences mood repair and game enjoy- ment. In a laboratory setting, participants were frustrated via a highly stressing math task and then played a video game (Mario Kart). Results show that in-game success drives mood repair as reflected in the experience of anger, happiness and activation. Moreover, fulfilling the intrinsic needs for compe- tence and autonomy mediated the effects of in-game success and predicted enjoyment of the video game. Results are discussed in context of recent conceptualizations of media entertainment and the hierarchical order of emotional gratifications.

Details zur Publikation

FachzeitschriftComputers in Human Behavior
Jahrgang / Bandnr. / Volume39
Seitenbereich281-286
StatusVeröffentlicht
Veröffentlichungsjahr2014
Sprache, in der die Publikation verfasst istEnglisch
DOI10.1016/j.chb.2014.07.037
Link zum Volltexthttp://linkinghub.elsevier.com/retrieve/pii/S0747563214004117

Autor*innen der Universität Münster

Frischlich, Lena
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)