“Get mad, but engaged”
2022.4
2022.4
About
This mini-game is designed to research the relationship between players' madness and their engagement. Extra mechanics were added to the traditional Flappy Bird games to provoke players. This is a solo project for GSND 6320.
Methods
A within-subject experiment was conducted. 23 players played the game. Players were asked to play both the normal version of the game and the mean version of the game in a random order. Their playtime was recorded. After they finished each version, they were asked to fill up a 7-scale Likert survey to report their experience. The data was analyzed quantitatively by using Wilcoxon, Spearman, and paired T-test.
PLAYTIME
Players' playtime was recorded. Players played the mean version much longer than the normal version.
Likert Survey Results
How much you liked this game (like)
What is the difficulty level of this game (difficulty)
How frustrated you felt while playing this game (frustrated)
How angry you felt while playing this game (angry)
How much rage you felt while playing this game (rage)
How motivated you felt to continue playing this game (continue)
How likely you would be to play a game like this again (again)
How frustrated you felt while playing this game (frustrated)
How angry you felt while playing this game (angry)
How much rage you felt while playing this game (rage)
How motivated you felt to continue playing this game (continue)
How likely you would be to play a game like this again (again)
Wilcoxon
There were significant differences in Frustration (Wilcoxon, statistic=44.5, pvalue=0.04) and difficulty (Wilcoxon, statistic=18.0, pvalue=0.001) between the normal and the mean versions. Players tended to believe that the mean version was more difficult, and also they felt more frustrated while playing the mean version.
Spearman
From the spearman result (yellow cells), I found that players would like to play the game again if they like the game. Players felt angry when they got frustrated. Players tended to feel angry when they thought the game is difficult. Also, it was interesting to see (blue cells) whether players liked a game had no relationship with whether they felt angry while playing the game. Also, feeling frustrated in the game may not affect whether players decide to continue playing the game or not.
Other Conclusions
Players tend to feel more frustrated in the mean version if they invest more emotion in a game.
Players tend to spend more time if they feel angry in the game.
Players tend to spend more time in Norm Version if their idea challenge level is low.