A Game-based Assessment of the Effects of Rejection on Young Adults

Anouk Tuijnman, Marloes Kleinjan, Shengnan Chen, Rutger C.M.E. Engels, Isabela Granic

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Rejection consists of a range of behaviors from ignoring another to explicitly excluding someone from an encounter. Currently available experimental tasks have shown that rejection has strong emotional, behavioral, and physical effects, but the tasks have some limitations. We argue that video games can address these limitations and have developed a new experimental task (ScrollQuest) to show the potential of video games as rejection research tools. The primary goal of the present study was to explore the effects of ScrollQuest. We analyzed data from 116 young adults who played both ScrollQuest and the rejection experimental task Cyberball. Playing ScrollQuest had more negative effects on mood, more negative interpretation effects were observed after playing ScrollQuest, and ScrollQuest was perceived as more enjoyable, compared to Cyberball. Our findings suggest that ScrollQuest might be an effective new experimental task to study rejection in a digital environment, but more work is needed to improve ScrollQuest.

Original languageEnglish
Article number254
Pages (from-to)1-27
JournalProceedings of the ACM on Human-Computer Interaction
Volume5
Issue numberCHI PLAY
DOIs
Publication statusPublished - Sept 2021

Bibliographical note

Funding Information:
We have no conflicts of interests to disclose. This work is part of the research programme “Development, testing and dissemination of video games that prevent and treat anxiety and depression in children and adolescents” with project number 314-99-115, which is financed by the Dutch Research Council (NWO), Pluryn (Nijmegen, The Netherlands), and GGZ Oost Brabant (Boekel, The Netherlands). The development of ScrollQuest was funded by the Committee for Children (Seattle, WA, USA). We want to thank Josh Whitkin for co-designing ScrollQuest with us; Marek Vymazal, Mathieu Allaert and Erik van den Berge for their programming work on ScrollQuest; Patrick Aartssen for giving ScrollQuest a background story; and Liz Duistermaat, Katja Mysliwitz and Merel Bloemers for being confederates in the study.

Publisher Copyright:
© 2021 ACM.

Funding

We have no conflicts of interests to disclose. This work is part of the research programme “Development, testing and dissemination of video games that prevent and treat anxiety and depression in children and adolescents” with project number 314-99-115, which is financed by the Dutch Research Council (NWO), Pluryn (Nijmegen, The Netherlands), and GGZ Oost Brabant (Boekel, The Netherlands). The development of ScrollQuest was funded by the Committee for Children (Seattle, WA, USA). We want to thank Josh Whitkin for co-designing ScrollQuest with us; Marek Vymazal, Mathieu Allaert and Erik van den Berge for their programming work on ScrollQuest; Patrick Aartssen for giving ScrollQuest a background story; and Liz Duistermaat, Katja Mysliwitz and Merel Bloemers for being confederates in the study.

Keywords

  • experimental task
  • mental health
  • rejection
  • video game

Fingerprint

Dive into the research topics of 'A Game-based Assessment of the Effects of Rejection on Young Adults'. Together they form a unique fingerprint.

Cite this