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Two experiments, one conducted with male university students and the other with male high school and junior high school students, investigated (a) determinants of preferences for driving-type games widely available in public game arcades, and (b) the effects of extended play upon mood and motivation to continue playing. Four games were investigated: these were Death Race and Demolition Derby, which simulate violent, antisocial driving behavior; and Night Driver and Le Mans, which simulate skilled prosocial driving behavior. Preference for arcade games simulating aggressive behavior was found to be independent of personality and mood. However, preferences were closely related to the performers' c]apabilities. Players who exhibited higher levels of skill preferred the more skilldemanding games and those who showed less skill preferred aggression games, suggesting the operation of competency motivation in that the players preferred games appropriate to their level of skill. Subjects reported that the games were exciting, but extended play produced discomfort or an increase in negatively toned moods (fatigue, anxiety, and depression) and a decrease in positively toned moods (social affection, surgency, skepticism, concentration and vigor). However, these effects were not found to be a function of the anti- or prosocial content in the specific games studied and may well be effects accompanying activities that are subjectively fatiguing.