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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Faster is Beetr : The Speed of Player Character Growth aefcts Enjoyment and Perceived Competence</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rossana Actis-Grosso</string-name>
          <email>rossana.actis@unimib.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pietro Guardini†</string-name>
          <email>pietro.guardini@unimib.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Psychology, University of Milano-Bicocca</institution>
          ,
          <addr-line>Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The Self-Determination Theory (SDT) predicts that people tend to be proactive and engaged in activities that can satisfy three specific intrinsic needs: 1) the need for competence: the innate desire to grow our abilities, 2) the need for autonomy: the innate desire to be the causal agent of our own life, 3) the need for relatedness, or for meaningful interactions with others. The SDT turned out to be a highly successful tool for investigating video games under several perspectives. In more than 15 years of research, it has been constantly found that the most successful, engaging, and fun video games are the ones that satisfy the intrinsic needs of competence, autonomy, and relatedness. Here, we put to the test the SDT predictions by manipulating the amount of reward given to the player within a commercial video game, Torchlight II - in opposition to applied games and gamified application used in previous studies. Game metrics, video recordings, and self-reported feedback have been collected and analyzed from two groups of video game players that participated in a 60-minutes play session: a) the control group played the standard version of the game, while b) the experimental group played a version of the game that provided five times the amount of rewards. Results showed that the speed of player character growth affected the participants' perceived competence and their enjoyment of the game, although the game metrics indicated that the two gameplay sessions were objectively almost identical. Considerations for games researchers and game designers are presented.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Self-determination theory</kwd>
        <kwd>Game Design</kwd>
        <kwd>Rewards</kwd>
        <kwd>Video Games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → User studies; Empirical
studies in HCI; • Applied computing → Computer games;
†Corresponding author</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Video games have been catching the atention of
academics since their infancy as an industry during the
eighties [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. One of the most researched topics is the
motivational power of this media and why video games are
so successful at engaging their users [
        <xref ref-type="bibr" rid="ref1 ref17 ref2 ref26">1, 2, 17, 26</xref>
        ] – as also
demonstrated by the emergence of the “gamicfiation ”
phenomenon [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], see [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] for a recent review. The Self
determination Theory, a macro theory of human
motivation, proposes that people behaviors are determined
by three specicfi intrinsic needs: 1) the need for competence
or the innate desire to take part in activities which allows
us to feel capable and eefctive , 2) the need for autonomy or
the need to experience freedom in the activities we choose,
3) the need for relatedness or the need to feel a sense of
meaningful connection to others [
        <xref ref-type="bibr" rid="ref20 ref21 ref3 ref4">3, 4, 20, 21</xref>
        ]. In more than
15 years of research, a number of researchers applied SDT
specicfially on video games and constantly found that the
most successful, engaging, and fun video games are the
ones that satisfy the intrinsic needs of competence,
autonomy, and relatedness [
        <xref ref-type="bibr" rid="ref17 ref18 ref22">17, 18, 22</xref>
        ]. However, those
studies focused on testing SDT predictions using diefrent
commercial video games thought to difer a priori in needs
satisfaction [
        <xref ref-type="bibr" rid="ref22 ref9">9, 22</xref>
        ], or some specicfially created ones [
        <xref ref-type="bibr" rid="ref10 ref15">10,
15</xref>
        ]. In the present study, SDT has been put to test by
manipulating one single feature of a commercial video
game – thus maintaining a high level of control on the
experimental conditions, and at the same time retaining a
high degree of ecological validity. Our hypothesis was that
by improving the amount of reward given to the player, the
need for competence would be satisfied to a greater extent,
with a positive influence on enjoyment.
      </p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Ryan, Rigby, and Przybylski [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] tested the validity of SDT
by employing several commercial video games. For
example, in study number 2 (ibid. p. 353), they pre-selected
two titles according to their position in a game ranking
survey, and they anticipated that participants would rate
the amount of their perceived competence and autonomy
satisfaction diefrently . The h igh-rated title would be beter
at satisfying the psychological needs identiefid by the SDT ,
while the low-rated game would be lacking at doing so.
In a following work, Rigby and Ryan [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] went beyond the
general diefrences between games (i.e., good or bad) and
they described in greater detail the role of game design
elements in afecting the satisfaction of psychological
needs. Th ey reviewed a great variety of video games genres:
music games, shooters, sports/driving games, platformers,
role-playing games, etc.
      </p>
      <p>
        A similar approach (but this time empirical) has been taken
by Johnson et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and Phillips et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] in the study of
a specicfi game mechanic: the impact of virtual rewards on
the player experience. They created a videogame with three
levels of rewards and found that eofrt, enjoyment , and
presence signicfiantly increased when all rewards were
present in comparison to the conditions in which only some
of them were presented to the players.
      </p>
      <p>
        Peng et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] created an exergame where specicfi SDT
needs supporting features were manipulated: for example,
the need for competence was satisefid with the support of
1) a dynamic dificulty adjustment mechanism , b) a
“heroism meter”, i.e., a cumulative score, c) achievements
badges for the player. In the context of gamicfiation studies,
similar empirical researches have been performed by Sailer
et al. [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], and Meckler et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]: specicfi game design
features have been manipulated in two repetitive and not
particularly stimulating nor motivating tasks: a “handling
of materials and supplies” simulation and an image
annotation (i.e., tagging) task.
      </p>
      <p>
        In summary, SDT predictions have been empirically tested
using either a) commercial video games in a general context
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], or b) non-commercial video games [e.g., 10, 16, 17] or
gamiefid activities in a controlled context [e.g., 14, 24].
Here, we wanted to close the gap by employing a
commercial video game with the manipulation of a specicfi
game design feature, i.e., the amount of reward given to the
player.
      </p>
    </sec>
    <sec id="sec-4">
      <title>EXPERIMENT</title>
      <p>According to SDT, a video game player will appreciate to a
greater extent the video game that is beter at satisfying
their needs for competence, autonomy and relatedness. We
hypothesized that the same video game can be preferred
over itself if the amount of reward for any accomplishment
within the game is enhanced.</p>
      <p>
        A comparison was performed between two versions of a
commercial videogame: the “standard” one, and a second
version with an enhanced XP reward curve (cf. later) Please
note that everything else has been kept constant across the
two experimental groups we compared. The “enhanced
reward” version of the game should obtain more success
because of its ability to satisfy to a greater extent the need
for competence, thus eliciting a higher level of enjoyment
[
        <xref ref-type="bibr" rid="ref18 ref22">18, 22</xref>
        ].
      </p>
      <p>
        Among the various game design features, the reward curve
has been chosen because it is considered one of the most
impactful and ubiquitous features in game design and
gamicfiation [
        <xref ref-type="bibr" rid="ref11 ref22">11, 22</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>THE VIDEO GAME</title>
      <p>
        hTe game employed in this study was Torchlight II [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], an
action-role playing video game. A role-playing game (or
RPG) is a game genre where the player controls the actions
of one character (or more characters within a group, called
party) that embarks on a series of dificulty -increasing
quests in a narratively well-denfied world. This player
character has quantiafible features such as a level number
and several artibutes expressed by a score. Character
progression is used as an essential measurement of
achievement: successful advancements in the game
translate into experience points (XP points) through which
the player character can “level up” to new powers and skills
[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. In Torchlight II, every new level provides the player
with atribute points that they can use to improve their
player character in: Strength (increases weapon damage),
Dexterity (increases the chance to dodge enemy atacks and
perform critical strikes), Focus (increases magic damage),
and Vitality (increases health). At the core of the game,
there is a loop between playing, collecting, and improving
as in gfiure 1.
      </p>
      <p>hTe additional term “action” in “action -RPG video game”
speciefis that the gameplay is focused more on dynamic
aspects (such as combat and exploration), and less on logic
(such as puzzles).</p>
      <p>In summary, genre distinguishing features of action–RPG
games are: 1) a strong emphasis on character development,
2) a considerable freedom for the player to choose their
own way to play the game – thanks to a great number of
game contents (i.e. missions, enemies, equipment, etc.), 3) a
higher accessibility in comparison to traditional RPGs.
hTese three features justified the choice of using Torchlight
II in the experiment: a game with a gentle learning curve
that could guarantee adequate support of the needs of
competence, autonomy, and relatedness.</p>
      <p>THE VIDEO GAME: MANIPULATION
hTe core of the game implies gathering experience points
in order to level up, and thus improve the player character’s
atributes. In turn, these improvements allow the player to
undertake even more dificult quests, unlock game areas
with more dangerous enemies, and dedicate their atention
to more rewarding activities – in turn, this speeds up the
improvement process.</p>
      <p>Obtaining XP is a central part of the gameplay of Torchlight
II. Each kill of an enemy will give the player some of it,
while nfiished quests give even more. The amount of XP
points that each activity releases to the player (the XP
reward curve) is carefully determined by game designers
who set their vision of what is the “right” way of playing.
Also, the relationship between the number of XP points and
the thresholds for leveling up (the XP thresholds curve) has
to be carefully set by game designers according to their
vision. The common strategy is to build a progressive curve :
players quickly level up during the early stages of the game
(i.e., the XP points needed to level up are in the tens) but
they have to collect more points in order to reach higher
levels (i.e., the XP points needed to level up are in the tens
of thousands and more).</p>
      <p>
        However, more than a game design strategy, this is the
direct application of the Weber-Fechner law, which
describes the relationship between the actual change in a
physical stimulus and the perceived change, established by
the founders of psychophysics in 1860 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In the context of
role-playing games, players need a logarithmic increase of
XP to feel the same progress pace when the leveling up
curve is represented by a linear relationship [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In
Torchlight II, designers used, to a similar result, a linear
function for the XP reward curve and a quadratic function
to represent the XP thresholds curve.
      </p>
      <p>Here, a new experimental condition has been introduced by
multiplying by a factor of 5 the standard XP reward curve,
which serves as a control condition. The manipulation has
been made using the embedded game editor which allowed
to change the game under several aspects. In gfiure 2, the
standard condition is represented with a doted black line
(1x XP reward curve); the experimental condition is
represented with a black line (5x XP reward curve); the XP
threshold curve (doted red line) remained the same.</p>
    </sec>
    <sec id="sec-6">
      <title>MEASURES</title>
      <p>Two types of feedback have been collected during the
experiment: 1) objective and 2) subjective feedback.
Objective measures concerned all the events that
happened during the gameplay session, with a focus on
participants’ actions in the game. The objective measures
were collected in three moments during the session: 1) after
20, 2) 40, and 3) 60 minutes of play. To simplify the analysis
of the data, they have been grouped into three sets: 1)
Interactions with the Player Character, 2) Interactions with
the Environment, 3) Interaction with the Enemies. The rfist
group consisted of the actions related to the player
character improvements; the second group included the
result of the exploration and interactions with the
environment; the third group summarized the actions taken
during combat.</p>
      <p>
        Subjective measures concerned participants’ thoughts
and atitudes towards the video game. Five scales of the
Intrinsic Motivation Inventory (IMI) [
        <xref ref-type="bibr" rid="ref13 ref24">13, 24</xref>
        ] have been
employed to assess participants’ 1) enjoyment, 2) perceived
competence, 3) eofrt, 4) felt pressure and tension, 5)
perceived choice. 30 items on a 7-point Likert-type scale
have been translated to Italian and proposed to participants
in random order at the end of the session. In addition, a
survey with four questions was submited during the
session in three intervals: after 20, 40 and 60 minutes of
play. These questions assessed the perceived 1) speed of
leveling up, 2) progression in the game, 3) dificulty of the
gameplay, and 4) atachment to the game .
      </p>
    </sec>
    <sec id="sec-7">
      <title>PARTICIPANTS</title>
      <p>A prolfiing questionnaire was employed among university
students to identify gamers with the following
characteristics: 1) be familiar with the PC gaming control
layout (i.e., keyboard and mouse), 2) be familiar with the
action-RPG video game genre, 3) have not played the
commercial video game Torchlight II. From a total of 23
respondents (22 males, 1 female), 14 met the above
requirements and were subsequently contacted and invited
to participate in the study. All accepted and took part in the
experiment. Participants were all males, aged between 21 to
37 years old (mean age = 26.35; SD = 3.9).</p>
    </sec>
    <sec id="sec-8">
      <title>PROCEDURE</title>
      <p>Upon arrival, participants were informed about their
gameplay sessions and spontaneous voice comments being
recorded. Aeftr providing consent, they were instructed on
their task: they had to play Torchlight II, as they were at
home, for a total of 60 minutes, and to compile two
questionnaires at specicfi times during the session. The
player character type was kept constant: all used the
Embermage class with identical statistics at the start – but
they were free to assign points to the four atributes at will
during the session. Every 20 minutes, they were asked to
compile a brief survey while the experimenter was
retrieving the objective data relative to the previous 20
minutes of gameplay. Aeftr 60 minutes, they were asked to
compile the IMI questionnaire. During the test, the
experimenter sat behind the participant for giving support
if requested, and for observing the PC monitor and taking
notes about relevant in-game behaviors. At the end of the
session, participants received a debriefing detailing the goal
of the research. All participants played on an ASUS
ZenBook flip s UX370UA notebook with a 13.3 inches
monitor; a Tecknet cordless optical mouse and keyboard
have been employed for controlling the pointer instead of
the standard touchpad in order to faithfully reproduce the
standard PC gamers set-up with this type of games.</p>
    </sec>
    <sec id="sec-9">
      <title>ANALYSIS</title>
      <p>Objective and subjective data collected within the sessions
were analyzed using a mixed Analysis of Variance
(ANOVA) with two independent variables: 1)
betweensubjects “XP reward condition” and 2) within-subjects
“Time”. The subjective data collected with the IMI scale at
the end of session was analyzed with a univariate ANOVA.</p>
    </sec>
    <sec id="sec-10">
      <title>RESULTS</title>
      <p>Interactions with the Player Character. As expected,
participants assigned to the experimental condition saw
more signicfiant growth in the level of their player
character in comparison to the control condition
(F(1,12)=45.194 p&lt;.001). Post-hoc comparisons showed that
the most substantial diference happened within the rfist 20
minutes of play, although the diefrence met statistical
signicfiance throughout the session – see gfiure 3.</p>
      <p>Consequently, the number of points assigned to the four
atributes is higher in the experimental condition.
However, when considering the percentage of points
assigned to the four atributes, we found that only Strength
is close to signicfiance (p=.056): participants in the 5x XP
condition invested more points on improving their atack
power - see gfiure 4.</p>
      <p>XP=4.2; 5x XP=5.3; F(1,12)=5.368 p&lt;.05). The graph in gfiure
5 depicts the scores in the five scales.</p>
      <p>Interactions with the environment. No signicfiant diferences
were found for the following game metrics: collected gold,
steps taken, completed missions, traps activated, portals
used, collected loot. The only signicfiant result concern the
number of destroyed objects: participants in the control
conditions destroyed more objects (1x XP: 60; 5x XP: 44; F(1,
12)=10.265 p&lt;.01).</p>
      <p>Interactions with the enemies. Again, no signicfiant
diefrences were found between the 1x and 5x XP
conditions for the number of enemies killed (normal and
bosses), health potions used, player character deaths,
maximum damage taken The only signicfiant result
concern the maximum damage inflicted with one hit: 5x XP
participants inflicted more damage (1x XP: 99; 5x XP: 135;
F(1, 12)=11.24 p&lt;.01).</p>
      <p>Subjective experience. Participants assigned to the
experimental group rated the speed of leveling up faster
than the control condition (1x XP: 4.1; 5x XP: 5; F(1,12)=5.562
p&lt;.05). The signicfiant interaction (F( 1.59, 19)=4.709 p&lt;.05)
and post hoc comparisons showed that the ratings diefred
only in the rfist 20 minutes. On the other hand, t here is no
diefrence between how participants rated progression ( 1x
XP=4.9; 5x XP=4.7; p=0.708), dificulty (1x XP =2.8; 5x
XP=3.1; p=.46), and atachmen t to the game (1x XP=3,3; 5x
XP=4.8; p=.09).</p>
      <p>IMI scales. Reliability of the vfie scales has been tested using
Chronbach’s Alpha: the range of values were between .946
for the Interest/Enjoyment scale and .604 for the
Eofrt/Importance scale. Signicfiant di efrences have been
found in two scales: Interest/Enjoyment (1x XP=3.5; 5x
XP=5; F(1,12)=4.759 p=.05) and Perceived Competence (1x</p>
    </sec>
    <sec id="sec-11">
      <title>DISCUSSION</title>
      <p>hTe purpose of this research was to test whether increasing
the XP points given to the players for any in-game
accomplishments in an action-RPG game could lead to a
higher level of competence satisfaction and consequently
to a higher enjoyment of the game, as predicted by the Self
Determination Theory .</p>
      <p>Two groups of video game players were asked to play two
diefrent versions of the ga me Torchlight II: the
commercially available version, and a modified version that
granted players with five times more XP points. Objective
data were compared between the two groups in order to
control for any diefrence in the gameplay (i.e., what they
did). Subjective data ware compared to search for
diefrences in their experience of the game (i.e., what they
think), and to test our hypothesis.</p>
      <p>Our results indicate that perceived competence ratings
were indeed higher for the participants assigned to the
enhanced XP reward condition. Also, the Interest
Enjoyment subscale received higher ratings in this
condition. It is interesting to note that participants were
aware of this boost in XP because they rated the speed of
leveling up as faster in comparison to the control condition.
However, they did not experience the gameplay diefrently
from the control condition: both groups rated progression
as rather adequate, dificulty as low, and atachment to the
game as average. The few objective diferences foun d
concern expected and derivative results: the number of
levels gained, atribute points assigned, maximum damage
inflicted .</p>
      <p>
        Taking these results together, it is reasonable to conclude
that the XP reward manipulation was able to elicit a higher
degree of perceived competence and enjoyment without
altering the original designers’ vision since no substantial
diefrences have been found in the way participants played
the game. Designers may take advantage of this result by
balancing their titles accordingly.
hTis research is our small contribution to bridging the gap
between the academic and business cultures [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
    </sec>
    <sec id="sec-12">
      <title>ACKNOWLEDGMENTS</title>
      <p>hTe authors would like to thank the anonymous referees
for their valuable comments and helpful suggestions.</p>
    </sec>
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