CHI


The peak-end rule influences enjoyment of games

The peak-end rule is a psychological heuristic that explains how people judge an experience largely based on its peak (i.e., its most intense point) and its end, rather on the whole experience. A research from the Universities of Saskatchewan and Canterbury and Autodesk sought to verify if this effect would influence player’s enjoyment of (casual) games. They manipulated the difficulty or balance of three simple games to vary the peak and end experiences, keeping the playing experience otherwise unchanged, and […]


Personality-targeted Gamification 3

Recently, a number of research studies have been investigating how to personalise gameful applications to each different user. One of these studies was presented at CHI 2016 and investigated how different people respond to various gamification approaches in health-related habit tracking applications. The researchers asked 248 participants to rate how helpful and enjoyable different game design elements seemed to be. Additionally, they seek to understand if there was any relation between the participants’ preferences and their personality traits, measured by […]


Momentary Pleasure or Lasting Meaning in Interactive Technologies

A research project from the Universities of Basel and Copenhagen sought to understand the differences between momentary pleasure and lasting meaning in positive experiences with interactive technologies. These ideas come from a long tradition in both history and user experience research. Momentary pleasurable experiences are referred as hedonic experiences, a word that was introduced by ancient Greek philosophers. In contrast, experiences that express virtue and that are meaningful are identified as eudaimonic experiences. We also refer to living a eudaimonic […]

man with tablet