Ongoing
Projects

Here you'll find information on all the
research that I'm currently working on.

Daily Moods, Emotions, and Videogames

People play videogames for an assortment of reasons. For many folks, gaming is a highly emotionally-charged competitive experience. Others play videogames as an outlet to escape the stresses of daily life. We know from previous research that playing videogames can be an effective means of 'mood repair', but some contend that overreliance on videogames to avoid negative moods is a key component of videogame addiction. The purpose of this project is to add some clarity to the 'dysregulated gaming' literature by assessing daily gamers' moods, their gaming behaviours, and the emotions those behaviours elicit throughout the day.

Participant Recruitment Status: Active


On Tilt and Ragequitting

Ask any competitively-oriented gamer, and they will tell you all about the phenomenon colloquially called tilt. The term 'tilt' originates from the professional poker world, and can be described as a cyclical affective experience wherein anger and frustration stemming from performance failures lead players to adopt overly-aggresive performance strategies, leading to more performance failures. Though tilt is well-known in gaming circles, little academic research has taken to exploring how and why players get tilted, and how best to manage it. The goal of this project is to fill that gap in the literature. Our initial research ( available here!) suggests that tilt seems to be a function of people's motives for playing games, but their ability to regulate their emotions can buffer against it.

Participant Recruitment Status: Complete

Publications, Presentations & Posters


Measuring In-game Emotional Experiences

Defining exactly what an emotion is is a tricky endeavour, and building tools to assess emotions is even trickier. There's an added layer of complexity in measuring emotions in videogames when you consider the plethora of genres of games that exist, each with their own quirks and nuances that lead to unique emotional experiences. The aim of this project was to characterize players' emotional experiences between genres of videogames, and to test the psychometric quality of tools to assess gamers' in-game emotional experiences. From this project, we've developed and validated the Discrete Emotions Questionaire for Videogames (available here, or free here!), and have completed some exploratory work assessing how players describe emotional experiences between different game genres (available here!).

Participant Recruitment Status: Complete

Publications, Presentations & Posters