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Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
Participants read either positive or negative review text before playing Tag: The Power of Paint for 15 minutes. Players were randomly assigned to conditions, balancing for sex.
Livingston, Nacke, and Mandryk of the University of Saskatchewan and University of Ontario Institute of Technology report a between-subjects study of 20 participants (8 female, aged 18-25, mean 21.8 years) who read either positive or negative game review text before playing Tag: The Power of Paint for 15 minutes. Players were randomly assigned to conditions, balancing for sex. Ratings were collected via a 0-100 guideline without showing numerical scores, while physiological measures (GSR for arousal, facial EMG for valence) were recorded throughout. Players who read positive text rated the game significantly higher than those who read negative text (Z = 3.6, p ≈ .000). Mood ratings did not differ between groups at any of the three valence measurements. Arousal differed after play, with the positive group rating it significantly higher. Physiological measures showed no main effect of review valence and no interaction with phase. Gameplay produced significantly higher GSR and cheek EMG than reading. The authors argue that ratings differences reflect post-play cognitive rationalization rather than different play experiences.
Sungkyunkwan University · 2026