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Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ

Published: 07 December 2015 Publication 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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  • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
  • (2023)Death Is Not the End (of the Game): So, What Is It?The Art of Dying10.1007/978-3-031-35217-1_7(135-153)Online publication date: 4-Aug-2023
  • (2022)Building blocks for creating enjoyable games—A systematic literature reviewInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2021.102758159:COnline publication date: 1-Mar-2022
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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
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 07 December 2015

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Author Tags

  1. Affect
  2. DayZ
  3. character death
  4. death
  5. permadeath

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  • Short-paper
  • Research
  • Refereed limited

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OzCHI '15

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OzCHI '15 Paper Acceptance Rate 47 of 97 submissions, 48%;
Overall Acceptance Rate 362 of 729 submissions, 50%

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Cited By

View all
  • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
  • (2023)Death Is Not the End (of the Game): So, What Is It?The Art of Dying10.1007/978-3-031-35217-1_7(135-153)Online publication date: 4-Aug-2023
  • (2022)Building blocks for creating enjoyable games—A systematic literature reviewInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2021.102758159:COnline publication date: 1-Mar-2022
  • (2021)Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video GamesGames and Culture10.1177/1555412021105612617:5(752-772)Online publication date: 5-Dec-2021
  • (2021) Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons Games and Culture10.1177/1555412021100523116:8(1044-1064)Online publication date: 13-Apr-2021
  • (2021)A Game-based Assessment of the Effects of Rejection on Young AdultsProceedings of the ACM on Human-Computer Interaction10.1145/34746815:CHI PLAY(1-27)Online publication date: 6-Oct-2021
  • (2021)The Struggle is Spiel: On Failure and Success in GamesProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472565(1-12)Online publication date: 3-Aug-2021
  • (2021)Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618894(01-08)Online publication date: 17-Aug-2021
  • (2021)Need frustration in online video gamesBehaviour & Information Technology10.1080/0144929X.2021.192875341:11(2415-2426)Online publication date: 20-May-2021
  • (2020)Dijital Oyunlarda Oynanış ve Anlatı İlişkisi: DayZ Oyunu ve Village TopluluğuGalatasaray Üniversitesi İleti-ş-im Dergisi10.16878/gsuilet.620851Online publication date: 24-Jun-2020
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