Fabricated input worked equally well in a game story context that provided an emotional stake in the protagonist's success and a simpler task lacking such incentives. People’s number of input attempts determined perceived control more than our controlled ratios of positive to negative task outcomes.
Delays between users’ input attempts and subsequent fabricated inputs further moderated their perceived control.
|Title of host publication||proceedings of CHI PLAY|
|Publication status||Accepted/In press - 21 Aug 2021|