dc.contributor.advisor | Dr. Greaney, John | |
dc.contributor.advisor | Barton, Hannah | |
dc.contributor.author | Laffan, Derek | |
dc.date.accessioned | 2021-12-21T11:49:17Z | |
dc.date.available | 2021-12-21T11:49:17Z | |
dc.date.issued | 2015 | |
dc.identifier.citation | Laffan, D. (2015). Using structural and engagement features of video games to predict happiness among video gamers: A mixed methods study with implications for positive psychology. Institute of Art, Design and Technology | en_US |
dc.identifier.uri | http://research.thea.ie/handle/20.500.12065/3873 | |
dc.description.abstract | Introduction: Modern day video games are made up of a variety of structural video game characteristics and engage video gamers in such a way that they experience a variety of positive and negative psychological effects. The main aims of the present research are to investigate the relationships between the structural video game characteristics, video game engagement and happiness; and to identify alternative factors that may have predicted or hindered happiness in context. Methods: Study 1 employed a cross sectional design among a cohort of 207 video gamers using online questionnaires. Study 2 used case studies to measure the in-game experience and obtain an in-depth contextual portrait of three video gamers. Results: The results of Study 1 indicated that flow was predicted when video gamers rated punishment (i.e. lose a life, restart a level) and presentation (i.e. audio and graphics) features as present and important. There was also a significant negative relationship between happiness and flow. The results of Study 2 identified six themes: positive and negative affect, social and cognitive aspects, engagement, and realism, as factors which may have played an influencing role in the prediction of happiness. Discussion: It is concluded that the punishment and presentation features aid in the facilitation of a flow experience, as the punishment gaming aspects may contribute to the task difficulty and degree of effort required to achieve a flow state. Implications of the research findings are applied to video game positive psychological interventions. Strengths, weaknesses and suggestions for future research are discussed. | en_US |
dc.format | application/pdf | en_US |
dc.language.iso | eng | en_US |
dc.rights | Attribution-NoDerivatives 4.0 International | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nd/4.0/ | * |
dc.subject | Video games, Engagement, Happiness | en_US |
dc.title | Using structural and engagement features of video games to predict happiness among video gamers: A mixed methods study with implications for positive psychology | en_US |
dc.type | info:eu-repo/semantics/masterThesis | en_US |
dc.contributor.affiliation | Institute of Art, Design and Technology | en_US |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | en_US |
dc.subject.department | Master of Science (Research) | en_US |
cr.approval.ethical | | |