6 277 EXPLICIT MESSAGING PROMOTES GAME SELECTION Trailer Design Before testing the effect of the trailer message, we tested if trailer designs were selected equally and if trailer design affected preference (Table 3). Participants were significantly more likely to select the detailed trailer than the abstract trailer. Similarly, participants perceived the game in the detailed trailer as more attractive and more fun than the abstract trailer. Therefore, trailer design was controlled for in all further analyses on game choice, perceived attractiveness and perceived fun. Next, we tested whether the trailer design of the chosen game was related to game experience. We found that affect increased over time with a small effect size [F(1, 124) = 6.45, p < .05, η2 p = .05], however, the trailer design of the chosen game was not related to change of affect over time [F(1, 124) = 0.01, p = .92, η2 p < .01]. In addition, results show that trailer design was not related to affect before gameplay, affect after gameplay, duration of gameplay or the experience of intrinsic motivation, autonomy or competence (Table 3). Thus, participants who played Monument Valley after selecting the detailed trailer did not play longer and did not experience more intrinsic motivation, autonomy or competence than participants who played the game after selecting the abstract trailer. Table 3 Descriptives (means and standard deviations or percentages) for the detailed and abstract trailers including chi-square tests and t-tests comparing trailers Detailed trailer Abstract trailer χ2 / t df p M / % (SD) M / % (SD) Game choice 69.8% 30.2% 20.16 1 < .001 Attractive 6.50 (1.60) 5.53 (1.83) – 6.07 128 < .001 Fun 6.25 (1.62) 5.47 (1.81) – 5.25 128 < .001 Affect before 3.73 (0.73) 3.67 (0.81) – 0.46 127 .65 Affect after 3.89 (0.67) 3.87 (0.67) – 0.14 124 .89 Duration play 28.32 (8.91) 28.86 (8.82) 0.32 126 .75 Motivation 5.25 (1.04) 5.38 (0.97) 0.67 127 .51 Autonomy 4.75 (1.20) 4.95 (1.03 0.89 127 .37 Competence 4.98 (1.11) 5.10 (1.19) 0.56 127 .58
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