Manipulating Leaderboards to Induce Player Experience. Bowey, J. T., Birk, M. V., & Mandryk, R. L. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, of CHI PLAY '15, pages 115–120, New York, NY, USA, 2015. Association for Computing Machinery. event-place: London, United Kingdom
Manipulating Leaderboards to Induce Player Experience [link]Paper  doi  abstract   bibtex   
Assessing and inducing player experience (pX) in games user research (GUR) is complicated because of the tradeoff between maintaining rigour through experimental control and having participants feel like they are engaged in play. To establish and evaluate an embedded method for inducing a sense of success or failure in participants during gameplay (e.g., to study how different players exhibit resilience to in-game failure), we manipulated leaderboard position in an experiment in which 155 participants played a Bejeweled clone. We show that manipulating success perception through leaderboards increases the player's perception of competence, autonomy, presence, enjoyment, and positive affect over manipulated failure. In addition, displaying the score enhances the effect on positive affect, autonomy and enjoyment, while not increasing detectability.
@inproceedings{bowey_manipulating_2015,
	address = {New York, NY, USA},
	series = {{CHI} {PLAY} '15},
	title = {Manipulating {Leaderboards} to {Induce} {Player} {Experience}},
	isbn = {978-1-4503-3466-2},
	url = {https://doi.org/10.1145/2793107.2793138},
	doi = {10.1145/2793107.2793138},
	abstract = {Assessing and inducing player experience (pX) in games user research (GUR) is complicated because of the tradeoff between maintaining rigour through experimental control and having participants feel like they are engaged in play. To establish and evaluate an embedded method for inducing a sense of success or failure in participants during gameplay (e.g., to study how different players exhibit resilience to in-game failure), we manipulated leaderboard position in an experiment in which 155 participants played a Bejeweled clone. We show that manipulating success perception through leaderboards increases the player's perception of competence, autonomy, presence, enjoyment, and positive affect over manipulated failure. In addition, displaying the score enhances the effect on positive affect, autonomy and enjoyment, while not increasing detectability.},
	booktitle = {Proceedings of the 2015 {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},
	publisher = {Association for Computing Machinery},
	author = {Bowey, Jason T. and Birk, Max V. and Mandryk, Regan L.},
	year = {2015},
	note = {event-place: London, United Kingdom},
	keywords = {failure, gur, leaderboards, px, success},
	pages = {115--120},
}

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