• Title of article

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

  • Author/Authors

    Hamzehzadeh ، Marziyeh Department of Neuroscience and Addiction Studies - School of Advanced Technologies in Medicine - Tehran University of Medical Sciences , Akbarzadeh ، David Department Psychology and Educational Sciences - University of Yazd , Yousefi ، Ali Department of Psychiatry - Massachusetts General Hospital - Harvard Medical School , kheradpisheh ، Saeed-Reza Department of Computer and Data Sciences - Faculty of Mathematical Sciences - Shahid Beheshti University , Moghanibashi-Mansourieh ، Amir Department of Social Work - University of Social Welfare and Rehabilitation Sciences , Tehrani-Doost ، Mehdi Department of Neuroscience and Addiction Studies - School of Advanced Technologies in Medicine, Research Center for Cognitive and Behavioral Sciences, Roozbeh Hospital - Tehran University of Medical Sciences

  • From page
    1
  • To page
    10
  • 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.
  • Keywords
    Valence , Arousal , Dominance , Game Design , Gaming Disorder , Game Addiction , Behavioral Addiction
  • Journal title
    International Journal of High Risk Behaviors and Addiction
  • Journal title
    International Journal of High Risk Behaviors and Addiction
  • Record number

    2764932