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

Research article (journal) | Peer reviewed

Abstract

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 about the publication

JournalComputers in Human Behavior
Volume39
Page range281-286
StatusPublished
Release year2014
Language in which the publication is writtenEnglish
DOI10.1016/j.chb.2014.07.037
Link to the full texthttp://linkinghub.elsevier.com/retrieve/pii/S0747563214004117

Authors from the University of Münster

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