Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super Hexagon
Date
2024
Authors
Johanson, Colby
Pöller, Susanne
Klarkowski, Madison
Mandryk, Regan
Journal Title
Journal ISSN
Volume Title
Publisher
Proceedings of the ACM on Human-Computer Interaction
ORCID
Type
Preprint
Degree Level
Abstract
Many videogames require players to perform under pressure; however, not all players respond equivalently to pressure: why are some
players more likely to tilt (lose control during play) or choke (perform poorly relative to their ability) whereas others seem to thrive
under pressure? Given the importance of both emotion regulation in tilting and optimal arousal in achieving optimal performance, we
propose that individual differences in ability to down-regulate negative affect under stress— known as failure-related action-state
orientation (fASO)— could explain propensity to choke under pressure. We conducted an online between-subjects experiment (N=144)
in which we measured baseline performance in Super Hexagon (day 1), then exposed participants to a stress induction (i.e., PASAT-C)
or had them play a low-intensity bubble-popping game before playing again (day 2). Under stress, players higher in fASO performed
better relative to their baseline in terms of average time alive and stalled progress; whereas, without stress, players lower in fASO
performed better on both measures. Traits reflective of proposed explanations for choking (i.e., reinvestment, attentional control) did
not influence performance under pressure. The ability to down-regulate negative affect and overcome setbacks is a useful theoretical
lens to explore why some players choke under pressure, whereas others thrive.
Description
The final version may be accessed via ACM at: https://doi.org/10.1145/3677077
Keywords
Human-centered computing, Human computer interaction (HCI), Empirical studies in HCI, HCI theory, Videogames, Action-State Orientation, Individual Differences, Tilting, Choking, Clutch, Stress