Michael G. Schmierbach's research while affiliated with Pennsylvania State University and other places

Publications (2)

Article
This study presents a model linking character customization and game enjoyment. Two separate studies using different types of customization (functional vs. aesthetic) were employed to test two competing mechanisms that explain the effects of customizing in-game characters: feelings of autonomy and control - rooted in self-determination theory - and...
Article
Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of fl...

Citations

... Entertainment scholars tend to define eudaimonic appreciation as "an experiential state that is characterized by the perception of deeper meaning, the feeling of being moved, and the motivation to elaborate on thoughts and feelings inspired by the experience" (Oliver & Bartsch, 2010, p. 76). Multiple aspects such as competition (Caroux et al., 2015;Vorderer et al., 2003), control and character customization (Kim et al., 2015;Klimmt et al., 2007), and character identification Hefner et al., 2007) have been identified to impact players' enjoyment. Likewise, a broad range of eudaimonic experiences have been found in games research (Daneels et al., 2021a(Daneels et al., , 2021b, including meaningfulness (e.g. ...
... After the experiment, posttest survey will again use the same scale to measure participants' ageist stereotypes (Kogan, 1961). In addition, posttest survey will also measure participants' state empathy after video game exposure using the comprehensive state empathy scale (CSES) for Target Empathy (Everson et al., 2018), game enjoyment (Limperos et al., 2011), avatar identification (Van Looy, Courtois, De Vocht, 2011), game transportation (Appel et al., 2015), and game interactivity (Weber et al., 2014). ...