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Emotion Evoking Game Design: Evaluating Induced Emotions Among Individuals With Healthy, Problematic, and Disordered Gaming Publisher



Hamzehzadeh M1 ; Tehranidoost M1, 7 ; Akbarzadeh D2 ; Yousefi A3, 4 ; Kheradpisheh SR5 ; Moghanibashimansourieh A6
Authors
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Authors Affiliations
  1. 1. Department of Neuroscience and Addiction Studies, School of Advanced Technologies in Medicine, Tehran University of Medical Sciences, Tehran, Iran
  2. 2. Department Psychology and Educational Sciences, University of Yazd, Yazd, Iran
  3. 3. Department of Psychiatry, Massachusetts General Hospital and Harvard Medical School, Boston, MA, United States
  4. 4. Departments of Computer Science and Neuroscience, Worcester Polytechnic Institute, Worcester, MA, United States
  5. 5. Department of Computer and Data Sciences, Faculty of Mathematical Sciences, Shahid Beheshti University, Tehran, Iran
  6. 6. Department of Social Work, University of Social Welfare and Rehabilitation Sciences, Tehran, Iran
  7. 7. Research Center for Cognitive and Behavioral Sciences, Roozbeh Hospital, Tehran University of Medical Sciences, Tehran, Iran

Source: International Journal of High Risk Behaviors and Addiction Published:2024


Abstract

Background: Individuals diagnosed with gaming disorder (GD) often exhibit increased arousal during gameplay. Objectives: This study aims to compare arousal levels among individuals with GD, problematic gamers (PG), and those with healthy gaming habits (HG) using a 14-stage hyper-casual racing game. It further investigates how game difficulty affects emotional responses. Methods: We developed a detailed game and involved 146 participants to evaluate their feelings of dominance, arousal, and valence at each game stage, utilizing the Self-Assessment Manikin Test. Results: Problematic gamers and those with healthy gaming habits displayed similar emotional fluctuations throughout the game, whereas individuals with GD demonstrated a stable emotional pattern, regardless of game difficulty. An increase in game difficulty was associated with enhanced positive emotional experiences and a decrease in feelings of dominance. Stages 4, 12, and 13 of the game were identified as particularly emotionally engaging. Conclusions: Individuals with GD may possess a distinct emotional profile, providing valuable insights into the psychology of gaming and emotional well-being in today's digital era. © 2024, Hamzehzadeh et al.