The role of game preferences on arousal state when playing first-person shooters

dc.contributor.authorSuvi K. Holm
dc.contributor.authorJohanna K. Kaakinen
dc.contributor.authorSanttu Forsström
dc.contributor.authorVeikko Surakka
dc.contributor.organizationfi=Turun ihmistieteiden tutkijakollegium (TIAS)|en=Turku Institute for Advanced Studies (TIAS)|
dc.contributor.organizationfi=psykologia|en=Psychology|
dc.contributor.organization-code1.2.246.10.2458963.20.15586825505
dc.contributor.organization-code1.2.246.10.2458963.20.78639161450
dc.contributor.organization-code2603103
dc.converis.publication-id50367033
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/50367033
dc.date.accessioned2022-10-27T11:55:18Z
dc.date.available2022-10-27T11:55:18Z
dc.description.abstract<p>Several player typologies have emerged as a result of needing to understand<br />the role of personal preferences when selecting and playing games.<br />However, experimental investigations into whether these preferences affect psychophysiological<br />responses when playing have been scarce. In this study, two<br />groups of active gamers (N=24) played and watched a gameplay video of a firstperson<br />shooter game. The two groups consisted of players who either preferred<br />or disliked game dynamics prominent in first-person shooter games, such as killing<br />and shooting. While playing and watching, the participants’ electrodermal<br />activity and heart rate were monitored as indexes of autonomic arousal. The results<br />suggest that playing preferences and autonomic arousal are related. Those<br />who preferred the content showed a stable arousal state across time when playing,<br />whereas those who disliked the content showed a rising tendency in autonomic<br />arousal state. The effects were similar when participants were watching a video<br />of gameplay.<br /></p>
dc.format.pagerange157
dc.format.pagerange166
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid172826
dc.identifier.oldhandle10024/155920
dc.identifier.urihttps://www.utupub.fi/handle/11111/54876
dc.identifier.urlhttps://urn:nbn:de:0074-2637-8
dc.identifier.urnURN:NBN:fi-fe2021042821925
dc.language.isoen
dc.okm.affiliatedauthorHolm, Suvi
dc.okm.affiliatedauthorKaakinen, Johanna
dc.okm.affiliatedauthorForsström, Santtu
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline518 Media and communicationsen_GB
dc.okm.discipline515 Psykologiafi_FI
dc.okm.discipline518 Media- ja viestintätieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryGermanyen_GB
dc.publisher.countrySaksafi_FI
dc.publisher.country-codeDE
dc.publisher.placeAachen
dc.relation.conferenceGamiFIN Conference
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.ispartofseriesCEUR Workshop Proceedings
dc.relation.volume2637
dc.source.identifierhttps://www.utupub.fi/handle/10024/155920
dc.titleThe role of game preferences on arousal state when playing first-person shooters
dc.title.bookGamiFIN Conference 2020. Proceedings of the 4th International GamiFIN Conference Levi, Finland, April 1-3, 2020
dc.year.issued2020

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