Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience
summary
Randomized between-subject experiment uses a modified survival shooter (Nightmares) with three conditions: baseline, implemented offensive power-ups (double bullets, laser cannon/laser gun), and visual-only placebo power-ups. Measures are immersion, autonomy, competence (questionnaire) and in-game score. Players who collect real or placebo power-ups report significantly higher immersion and autonomy, but no increase in competence or performance, making the equivalence of placebo and real effects the surprising result.
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chapters (6)
- 0:00Start
- 0:19PLAYING VIDEO GAMES
- 1:00POWER-UPS
- 7:44OFFENSIVE POWER UPS
- 8:51PLAYER IMMERSION
- 9:54IN-GAME PERFORMANCE
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