How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance
Authors
'Juicy' or immediate abundant action feedback is widely held to make video games enjoyable and intrinsically motivating. Yet we do not know why it works: Which motives are mediating it? Which features afford it? In a pre-registered (n=1,699) online experiment, we tested three motives mapping prior practitioner discourse---effectance, competence, and curiosity---and connected design features. Using a dedicated action RPG and a 2x2+control design, we varied feedback amplification, success-dependence, and variability and recorded self-reported effectance, competence, curiosity, and enjoyment as well as free-choice playtime. Structural equation models show curiosity as the strongest enjoyment and only playtime predictor and support theorised competence pathways. Success dependence enhanced all motives, while amplification unexpectedly reduced them, possibly because the tested condition unintentionally impeded players' sense of agency. Our study evidences uncertain success affording curiosity as an underappreciated moment-to-moment engagement driver, directly supports competence-related theory, and suggests that prior juicy game feel guidance ties to legible action-outcome bindings and graded success as preconditions of positive 'low-level' user experience.
Research Questions / Practical Problems
Question signals indexed for this paper.
- 100%
Effects of Local Latency on Game Pointing Devices and Game Pointing Tasks
CHI '19· Game UX & Player Behavior +1
- 100%
Dynamic Difficulty Adjustment Impact on Players' Confidence
CHI '19· Game UX & Player Behavior +1
- 100%
Change is Hard: Consistent Player Behavior Across Games with Conflicting Incentives
CHI '26· Game UX & Player Behavior +1
- 100%
Breaking Rotational Symmetry: Minimal Landmarks Stabilize Orientation in Screen-Based 3D Games
CHI '26· Game UX & Player Behavior +1
- 100%
Not All Those Who (Mind-)Wander Are Lost: Exploring Game-Unrelated Thoughts
DIS '24· Game UX & Player Behavior +1
- 75%
Playing to Wait: A Taxonomy of Idle Games
CHI '18· Game UX & Player Behavior +1
- 75%
The Effects of Badges and Avatar Identification on Play and Making in Educational Games
CHI '18· Game UX & Player Behavior +1
- 75%
Moving Target Selection: A Cue Integration Model
CHI '18· Game UX & Player Behavior +1
- 75%
Self-Determination Theory in HCI Games Research: Current Uses and Open Questions
CHI '20· Game UX & Player Behavior +1
- 75%
Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game
CHI '21· Game UX & Player Behavior +1
Based on Jaccard similarity of research subtopics & professions (≥60%)