Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
News cues: Information scent and cognitive heuristics: Research Articles
Journal of the American Society for Information Science and Technology
Authority vs. peer: how interface cues influence users
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
The impact of negative game reviews and user comments on player experience
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Influencing visual judgment through affective priming
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Game reviews are used by game developers for making business decisions and measuring the success of a title, and have been shown to affect player perception of game quality. We conducted a study where players read positive or negative reviews of a game before playing, and show that the valence of review text affected game ratings and that these differences could not be explained by mediating changes in mood. Although we show predictable changes in player experience over the course of the study (measured objectively through physiological sensors), there were no objective differences in experience depending on review valence. Our results suggest that reading reviews does not directly affect play experience, but rather is a post-play cognitive rationalization of the experience with the content of the review. Our results are important for understanding player experience and to the game industry where reviews and user forums affect a game's commercial success.