Abstract
Competition is a fundamental feature of video games. However, the influence of competition-outcome feedback on players’ flow experience is not clearly understood. This study aims to examine this effect and explore its mechanisms and boundaries. In the experiment, 108 male participants were randomly assigned to one of three groups (based on the condition of receiving winning feedback, losing feedback, and no feedback) in competitive video game playing. The results showed that receiving continuous winning feedback enhanced the players’ flow experience, while receiving losing feedback impaired the players’ flow experience. In addition, moderated mediation model analysis revealed that the relative effect of receiving winning feedback was mediated by anxiety that was further moderated by trait competitiveness. Only in those with high trait competitiveness can receiving winning feedback relieve their anxiety and facilitate the flow experience in turn. These results develop our understanding of the role of competition in video games and provide insights into video game design.
Similar content being viewed by others
Data Availability
The datasets generated during and analyzed during the current study are available in the OSF repository, https://osf.io/j8n32/.
References
Allen, T. A., & DeYoung, C. G. (2017). Personality neuroscience and the five factor model. Oxford Handbook of the Five Factor Model, 319–352.
Andrews, S., Bradbury, R. E., & Crawford, C. M. (2020). Fiero and flow in online competitive gaming: The gaming engagement framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 12(1), 28–42.
Andrews, S. K., & Crawford, C. M. (2021). Barriers, Issues, and Similarities Among Women in eSports and Similar Mixed Gender Sports: Ascertaining Common Ground. In Handbook of Research on Pathways and Opportunities Into the Business of Esports (pp. 25–46). IGI Global.
Bakker, A. B., Oerlemans, W., Demerouti, E., Slot, B. B., & Ali, D. K. (2011). Flow and performance: A study among talented Dutch soccer players. Psychology of Sport and Exercise, 12(4), 442–450.
Buil, I., Catalán, S., & Martínez, E. (2018). Exploring students’ flow experiences in business simulation games. Journal of Computer Assisted Learning, 34(2), 183–192.
Chen, C. H., Liu, J. H., & Shou, W. C. (2018). How competition in a game-based science learning environment influences students’ learning achievement, flow experience, and learning behavioral patterns. Journal of Educational Technology & Society, 21(2), 164–176.
Cohen, S., & Bodner, E. (2019). The relationship between flow and music performance anxiety amongst professional classical orchestral musicians. Psychology of Music, 47(3), 420–435.
Covassin, T., & Pero, S. (2004). The relationship between self-confidence, mood state, and anxiety among collegiate tennis players. Journal of Sport Behavior, 27(3).
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. Jossey-Bass.
Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life.
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge university press.
Daryna, I., Olha, B., Svitlana, F., Sergii, T., Iryna, K., Victoriia, M., Yevhen, P., Oleksandr, I., & Ion, M. (2019). Gender differences in competitive anxiety and coping strategies within junior handball national team.
De Manzano, Ö., Cervenka, S., Jucaite, A., Hellenäs, O., Farde, L., & Ullén, F. (2013). Individual differences in the proneness to have flow experiences are linked to dopamine D2-receptor availability in the dorsal striatum. NeuroImage, 67, 1–6.
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum Press.
Deci, E. L., & Ryan, R. M. (2004). Handbook of self-determination research. University Rochester Press.
Edwards, J. R., Caplan, R. D., & Van Harrison, R. (1998). Person-environment fit theory. Theories of Organizational Stress, 28(1), 67–94.
Fernandes, M. G., Nunes, S. A. N., Vasconcelos-Raposo, J., & Fernandes, H. M. (2013). Factors influencing competitive anxiety in Brazilian athletes. Revista Brasileira De Cineantropometria & Desempenho Humano, 15(6), 705–714.
Filaire, E., Maso, F., Sagnol, M., Ferrand, C., & Lac, G. (2001). Anxiety, hormonal responses, and coping during a judo competition. Aggressive Behavior: Official Journal of the International Society for Research on Aggression, 27(1), 55–63.
Finneran, C. M., & Zhang, P. (2003). A person–artefact–task (PAT) model of flow antecedents in computer-mediated environments. International Journal of Human-Computer Studies, 59(4), 475–496.
Fletcher, T. D., & Nusbaum, D. N. (2008). Trait competitiveness as a composite variable: Linkages with facets of the big-five. Personality and Individual Differences, 45(4), 312–317.
Fong, M., Zhao, K., & Smillie, L. D. (2021). Personality and competitiveness: Extraversion, agreeableness, and their aspects, predict self-reported competitiveness and competitive bidding in experimental auctions. Personality and individual differences, 169, 109907.
Griffiths, R. P., Eastin, M. S., & Cicchirillo, V. (2016). Competitive video game play: An investigation of identification and competition. Communication Research, 43(4), 468–486.
Harmat, L., de Manzano, Ö., Theorell, T., Högman, L., Fischer, H., & Ullén, F. (2015). Physiological correlates of the flow experience during computer game playing. International Journal of Psychophysiology, 97(1), 1–7.
Hartmann, T., Möller, I., & Krause, C. (2015). Factors underlying male and female use of violent video games. New Media & Society, 17(11), 1777–1794.
Hayes, A. F., & Preacher, K. J. (2014). Statistical mediation analysis with a multicategorical independent variable. British Journal of Mathematical and Statistical Psychology, 67(3), 451–470.
Heeren, A., Reese, H. E., McNally, R. J., & Philippot, P. (2012). Attention training toward and away from threat in social phobia: Effects on subjective, behavioral, and physiological measures of anxiety. Behaviour Research and Therapy, 50(1), 30–39.
Holt-Lunstad, J., Clayton, C. J., & Uchino, B. N. (2001). Gender differences in cardiovascular reactivity to competitive stress: The impact of gender of competitor and competition outcome. International Journal of Behavioral Medicine, 8(2), 91–102.
Hong, J. C., Hwang, M. Y., Tai, K. H., & Lin, P. C. (2015). Self-efficacy relevant to competitive anxiety and gameplay interest in the one-on-one competition setting. Educational Technology Research and Development, 63(5), 791–807.
Houston, J. M., Harris, P. B., Howansky, K., & Houston, S. M. (2015). Winning at work: Trait competitiveness, personality types, and occupational interests. Personality and Individual Differences, 76, 49–51.
Jackson, S. A., & Eklund, R. C. (2002). Assessing flow in physical activity: the flow state scale-2 and dispositional flow scale-2. Journal of Sport Exercise Psychology, 24(2).
Jackson, S. A., Ford, S. K., Kimiecik, J. C., & Marsh, H. W. (1998). Psychological correlates of flow in sport. Journal of Sport and Exercise Psychology, 20(4), 358–378.
Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of Sport Exercise Psychology, 18(1), 17–35.
Jamshidi, A., Hossien, T., Sajadi, S. S., Safari, K., & Zare, G. (2011). The relationship between sport orientation and competitive anxiety in elite athletes. Procedia-Social and Behavioral Sciences, 30, 1161–1165.
Jin, S. -A. A. (2012). Toward integrative models of flow: Effects of performance, skill, challenge, playfulness, and presence on flow in video games. Journal of Broadcasting & Electronic Media, 56(2), 169–186.
Kätsyri, J., Hari, R., Ravaja, N., & Nummenmaa, L. (2013). Just watching the game ain’t enough: Striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing. Frontiers in Human Neuroscience, 7, 278.
Keller, J., & Bless, H. (2008). Flow and regulatory compatibility: An experimental approach to the flow model of intrinsic motivation. Personality Social Psychology Bulletin, 34(2), 196–209.
Keller, J., Ringelhan, S., & Blomann, F. (2011). Does skills–demands compatibility result in intrinsic motivation? Experimental test of a basic notion proposed in the theory of flow-experiences. The Journal of Positive Psychology, 6(5), 408–417.
Kerr, M. (2018). Examining the Relationship Between Metacognition and Anxiety with the Flow Experience (Doctoral dissertation, Mount Saint Vincent University).
Koehn, S. (2013). Effects of confidence and anxiety on flow state in competition. European Journal of Sport Science, 13(5), 543–550.
Koehn, S., & Morris, T. (2012). The relationship between performance and flow state in tennis competition. Journal of Sports Medicine and Physical Fitness, 52(4), 437–447.
Landers, R. N., Collmus, A. B., & Williams, H. (2019). The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance. International Journal of Human-Computer Studies, 127, 51–61.
Lewin, K. (1951). Field theory in social science: selected theoretical papers (Edited by Dorwin Cartwright.).
Liao, G. Y., Cheng, T. C. E., & Teng, C. I. (2019). How do avatar attractiveness and customization impact online gamers’ flow and loyalty? Internet Research.
Liu, Y., Liu, D., Yuan, Y., & Archer, N. (2018). Examining situational continuous mobile game play behavior from the perspectives of diversion and flow experience. Information Technology People.
Marteau, T. M., & Bekker, H. (1992). The development of a six-item short-form of the state scale of the Spielberger State—Trait Anxiety Inventory (STAI). British Journal of Clinical Psychology, 31(3), 301–306.
Martens, R., Vealey, R. S., & Burton, D. (1990). Competitive anxiety in sport. Human kinetics.
Martin, B. (1961). The assessment of anxiety by physiological behavioral measures. Psychological Bulletin, 58(3), 234.
Newzoo. (2020). 2020 Global games market report. Newzoo. https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2020-light-version/
Newzoo. (2021). 2021 Global Esports & Live Streaming Market Report. https://newzoo.com/insights/trend-reports/newzoos-global-esports-live-streaming-market-report-2021-free-version/
Niederle, M., & Vesterlund, L. (2011). Gender and competition. Annual Revista De Economia, 3(1), 601–630.
Peng, W., & Hsieh, G. (2012). The influence of competition, cooperation, and player relationship in a motor performance centered computer game. Computers in Human Behavior, 28(6), 2100–2106.
Procci, K., James, N., & Bowers, C. (2013). The effects of gender, age, and experience on game engagement. Proceedings of the human factors and ergonomics society annual meeting.
Reeve, J., & Deci, E. L. (1996). Elements of the competitive situation that affect intrinsic motivation. Personality Social Psychology Bulletin, 22(1), 24–33.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360.
Seifert, T., & Hedderson, C. (2010). Intrinsic motivation and flow in skateboarding: An ethnographic study. Journal of Happiness Studies, 11(3), 277–292.
Sepehr, S., & Head, M. (2018). Understanding the role of competition in video gameplay satisfaction. Information Management, 55(4), 407–421.
Sherry, J. L. (2004). Flow and Media Enjoyment. Communication Theory, 14(4), 328–347.
Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2013). The effects of competition and competitiveness upon intrinsic motivation in exergames. Computers in Human Behavior, 29(4), 1702–1708.
Spence, J. T., & Helmreich, R. L. (1983). Achievement-related motives and behaviors. Achievement and achievement motives: Psychological and Sociological Approaches, 7–74.
Spielberger, C. D. (1966). Anxiety and behavior. Academic Press.
Stavrou, N. A., & Zervas, Y. (2004). Confirmatory factor analysis of the Flow State Scale in sports. International Journal of Sport and Exercise Psychology, 2(2), 161–181.
Steffen, C., Mau, G., & Schramm-Klein, H. (2013). Who is the loser when I lose the game? Does losing an advergame have a negative impact on the perception of the brand? Journal of Advertising, 42(2–3), 183–195.
Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3(3), 3–3.
Tauer, J. M., & Harackiewicz, J. M. (1999). Winning isn’t everything: Competition, achievement orientation, and intrinsic motivation. Journal of Experimental Social Psychology, 35(3), 209–238.
Vansteenkiste, M., & Deci, E. L. (2003). Competitively contingent rewards and intrinsic motivation: Can losers remain motivated? Motivation and Emotion, 27(4), 273–299.
Vermeulen, L., Núñez Castellar, E., & Van Looy, J. (2014). Challenging the other: Exploring the role of opponent gender in digital game competition for female players. Cyberpsychology, Behavior, Social Networking, 17(5), 303–309.
Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008). Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24(5), 2274–2291.
Yee, N. (2006). Motivations for play in online games. CyberPsychology Behavior, 9(6), 772–775.
Zuckerman, M., & Allison, S. N. (1976). An objective measure of fear of success: Construction and validation. Journal of Personality Assessment, 40(4), 422–430.
Funding
No funding was received for conducting this study.
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of Interest
The authors declare they have no conflict of interest.
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Yongfa Zhang and Qiongdan Liang are co-first authors who contribute equally to this work.
Rights and permissions
About this article
Cite this article
Zhang, Y., Liang, Q. & Wang, F. Influence of competition-outcome feedback in video games on players’ flow experience. Curr Psychol 42, 17583–17594 (2023). https://doi.org/10.1007/s12144-022-02935-0
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s12144-022-02935-0