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Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ

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Published:07 December 2015Publication History

ABSTRACT

The design of modern digital games has become increasingly oriented towards providing players with positive experiences such as fun and flow, and reducing negative experiences such as frustration and anger. DayZ is one notable exception, where negative experiences are central to its design. When a player is killed in DayZ, they lose their character with all its advancement, often equivalent to weeks of play, which can be an enormously frustrating and demoralising experience. However, the majority of its players view this as a positive and attractive feature, and one of the keys to the game's appeal. In this paper, we draw on 1,704 responses to a player motivations survey to unpack the complex player experience of permanent character death and demonstrate how this moment of negative affect contributes to the positive experience of DayZ more broadly.

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        • Published in

          cover image ACM Other conferences
          OzCHI '15: Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
          December 2015
          691 pages
          ISBN:9781450336734
          DOI:10.1145/2838739

          Copyright © 2015 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 7 December 2015

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          • short-paper
          • Research
          • Refereed limited

          Acceptance Rates

          OzCHI '15 Paper Acceptance Rate47of97submissions,48%Overall Acceptance Rate362of729submissions,50%

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