"It's like i would die as well": Gratifications of fearful game experience

Sarah I. Endress, Klaus Opwis, Elisa D. Mekler

Research output: Contribution to conferenceAbstractScientificpeer-review

7 Citations (Scopus)


Emotional game experiences have garnered increasing attention over the past few years, both from players and researchers. Previous research has not yet explored whether and what gratifications players derive from frightening game experiences. Interviews with eight players revealed several gratifications, including experiencing non-mundane negative emotions, overcoming emotional challenges and identification with the avatar. Although identification was regarded positively and amplified the emotional intensity of the frightening game experience, sometimes this close connection with the avatar almost became too intense. Based on these findings, we discuss opportunities for future research. Copyright is held by the owner/author(s).

Original languageEnglish
Number of pages7
Publication statusPublished - 16 Oct 2016
MoE publication typeNot Eligible
EventACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - Austin, United States
Duration: 16 Oct 201619 Oct 2016
Conference number: 3


ConferenceACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Abbreviated titleCHI PLAY
Country/TerritoryUnited States


  • Emotion
  • Games
  • Gratification
  • Player experience

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