The relief from engagement explanation makes sense to me and matches up with my experience. When playing a game, I'm under stress, but dying is a relief, a chance to catch my breath. Fight or flight is suspended, adrenaline stops.An article in the February issue of the journal Emotion presents some strange findings regarding players' emotional reactions to killing and being killed in a first-person shooter (FPS). In the experiment, a group of students played James Bond 007: Nightfire (Super Monkey Ball II was used as a control) while their facial expressions and physiological activity were tracked and recorded moment-to-moment via electrodes and various other monitoring equipment. Conventional FPS wisdom would suggest that players like shooting enemies and dislike getting shot. The research findings, however, paint a different picture.
From the article: "instead of joy resulting from victory and success, wounding and killing the opponent elicited anxiety, anger, or both." In addition, "death of the player's own character...appear[s] to increase some aspects of positive emotion." This latter finding the authors believe may result from the temporary "relief from engagement" brought about by character death. Whatever the underlying basis, however, the results seem highly counterintuitive.
Monday, February 25, 2008
FPS and Death
A study of players of First Person Shooters shows some unusual reactions. [Link]
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