Aniek Wols

6 273 EXPLICIT MESSAGING PROMOTES GAME SELECTION Additionally, it was decided that a standard gameplay duration would be given to all participants who were stopped during gameplay to complete the questionnaire (n = 25) and participants who exceeded that standard duration without being stopped (n = 2). This was done because the maximum amount of time participants could play during the experiment was constrained by the duration of the experiment explanation and the time it took participants to fill out all questions prior to gameplay. Thus, the gameplay duration for all these participants was set at the mean gameplay duration correctly recorded for participants who were stopped, that is 40.38 min. Intrinsic Motivation Intrinsic motivation was measured with the interest/ enjoyment subscale from the Intrinsic Motivation Inventory (Ryan, 1982; McAuley et al., 1989). Participants responded to seven statements (e.g., ‘This game was fun to do.’) about their experience with Monument Valley using a 7-point scale (Not at all true = 1, Somewhat true = 4, Very true = 7). Two items needed to be recoded to create a mean score where higher scores indicated more intrinsic motivation (α = 0.89). Autonomy and Competence Using the Player Experience of Need Satisfaction questionnaire (PENS; Ryan et al., 2006; Immersyve, 2007), the psychological needs autonomy and competence were measured. Both needs were assessed with three items, for example ‘The game lets you do interesting things.’ for autonomy (α = 0.78) and for example ‘I feel very capable and effective when playing.’ for competence (α = 0.83). Items were rated on a 7-point scale (Strongly disagree = 1, Strongly agree = 7) and a mean was calculated for each subscale with higher scores indicating a stronger experience of autonomy and competence, respectively. The psychological need for relatedness was not measured as Monument Valley provides no opportunity to interact with other players. Manipulation Check At the end of the experiment participants were asked (1) what they believed the study’s aim was, (2) which game they would recommend to the next participant and why (i.e., Game A, because …, Game B, because …, or I do not have a preference, because …, with the last option prompting some participants to indicate that they believed there was only one game) and (3) to explain the difference between the messaging of the two trailers, if they had noticed a difference. The answers to these questions were checked for (1) awareness of

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