The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
This Drives Me Nuts!: How Gaming Technologies Can Elicit Positive Experiences by Means of Negative Emotions
Abstract
Video games are an interesting example of technologies/media able to generate complex emotions. Indeed, part of the emotions commonly arising in the experience of video gamers are quite negative. On the one hand, video gamers may feel frustration and anger due to the difficulty of the gameplay. On the other hand, they may experience sadness, anxiety and fear due to the immersion into emotionally rich narratives. Yet, video gamers seem to appreciate gaming technologies generating negative emotions, and the research on media frequently highlights a counterintuitive positive relation between negative affect and enjoinment/well-being outcomes. Starting from these premises, the present chapter is aimed to review the negative emotions typical of video games, in order to understand in what ways they can concur in generating an overall positive experience. Then, the chapter discusses implications for research on video games as positive technologies, namely technologies able to promote well-being in their users.
Related Content
Kula A. Francis, Kenny A. Hendrickson.
© 2026.
26 pages.
|
Summyr Burton, Savannah Baus, Stephen A. Murphy.
© 2026.
50 pages.
|
Kesley Richardson, Colby Cavanaugh.
© 2026.
30 pages.
|
Angela M. Hill, Kevin B. Sneed, Deborah Austin, Deanna B. Wathington, Hiram B. Green, Michael B. Morgan, Janet B. Roman, Feng B. Cheng, John E. Clark, Natasha Rubie, Kristy Andre, Thea Moore, Antionette Davis, Feng Cheng, Karia Doreen MacAulay, Maisha Standifer, Judette Louis, Joseph Diamond, Kyaien Conner, Victor Obi, Samantha Thompson.
© 2026.
22 pages.
|
Angela Stephanie Mazzetti, Anniken Grønstad, John Blenkinsopp.
© 2026.
32 pages.
|
Marie Grace Avelino Gomez, Kenith B Villaruel.
© 2026.
30 pages.
|
Carolyn Allen.
© 2026.
30 pages.
|
|
|