On the Dynamics of Affective States During Play and the Role of Confusion

Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research suggests that confusion can contribute to a positive experience, potentially motivating players to learn. The state of confusion in video games should be further investigated to gain more insight into the learning experience of play and how it affects the player experience. In this article, we design a study to collect learning-related affects for users playing a game prototype that intentionally confuses the player. We assess the gathered affects against a complex learning model, affirming that, in specific instances, the player experience aligns with the learning experiences. Moreover, we identify correlations between these affects and the Player Experience Inventory constructs, particularly concerning flow experiences.

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Publication Details

Published
2025-08-19
DOI
https://doi.org/10.1109/cog64752.2025.11114086
Primary Topic
Mental Health Research Topics
Type
article
Field-Weighted Citation Impact
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article

On the Dynamics of Affective States During Play and the Role of Confusion

Marco Scirea, Paolo Burelli, Thomas Vase Schultz Volden, Oleg Jarma Montoya
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Mental Health Research Topics
article

On the Dynamics of Affective States During Play and the Role of Confusion

Marco Scirea, Paolo Burelli, Thomas Vase Schultz Volden, Oleg Jarma Montoya
article en

Abstract

Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research suggests that confusion can contribute to a positive experience, potentially motivating players to learn. The state of confusion in video games should be further investigated to gain more insight into the learning experience of play and how it affects the player experience. In this article, we design a study to collect learning-related affects for users playing a game prototype that intentionally confuses the player. We assess the gathered affects against a complex learning model, affirming that, in specific instances, the player experience aligns with the learning experiences. Moreover, we identify correlations between these affects and the Player Experience Inventory constructs, particularly concerning flow experiences.

University of Southern Denmark (DK), IT University of Copenhagen (DK)
Reduced inequalities
Openalex Percentile: Top 78%
Mental Health Research Topics
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