[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
research-article

The motivational pull of video game feedback, rules, and social interaction

Published: 01 August 2017 Publication History

Abstract

This paper argues that most video game enjoyment can be understood in terms of the type of feedback used, the rules set out by the game and the social elements of the game - concepts that have been identified as critical to video games. Self-determination theory (SDT) is used as a lens for understanding the mechanism by which these traits might lead to enjoyment. Specifically, the argument is that feedback, rules, and social elements of games will fulfill the dimensions of SDT - competence autonomy, and relatedness. Then, the dimensions of SDT will predict enjoyment. Participants were presented with a game that emphasized feedback, rules, or social elements. Games that emphasized flexible rules led to feelings of competence while games that emphasized social elements led to feelings of relatedness. Competence and elatedness then led to feelings of enjoyment. In doing so, this study identifies key elements of video games while illuminating ways to understand video game enjoyment. This study explored the role of self-determination theory in video game enjoyment.Video games are examined in terms of feedback, rules, and social elements.How a video game satisfied competence and relatedness was critical to enjoyment.Different game traits led to different fulfillments of self-determination theory.

References

[1]
A.M. Abdel-Khalek, Measuring happiness with a single-item scale, Social Behavior and Personality: An International Journal, 34 (2006) 139-150.
[2]
S. Abuhamdeh, M. Csikszentmihalyi, B. Jalal, Enjoying the possibility of defeat: Outcome uncertainty, suspense, and intrinsic motivation, Motivation and Emotion, 39 (2015) 1-10.
[3]
L. Bergkvist, J.R. Rossiter, The predictive validity of multiple-item versus single-item measures of the same constructs, Journal of Marketing Research, 44 (2007) 175-184.
[4]
N.D. Bowman, M.B. Oliver, R. Rogers, B. Sherrick, J. Woolley, M.Y. Chung, In control or in their shoes? How character attachment differentially influences video game enjoyment and appreciation, Journal of Gaming & Virtual Worlds, 8 (2016) 83-99.
[5]
C. Carver, M. Scheier, On the self-regulation of behavior, Cambridge University Press, Cambridge, UK, 2001.
[6]
J. Chandler, P. Mueller, G. Paolacci, Nonnavet among Amazon Mechanical Turk workers: Consequences and solutions for behavioral researchers, Behavior Research Methods, 46 (2014) 112-130.
[7]
T. Connellan, R. Zemke, Sustaining knock your socks off service, AMACOM Books, New York, 1993.
[8]
A. Diamantopoulos, M. Sarstedt, C. Fuchs, P. Wilczynski, S. Kaiser, Guidelines for choosing between multi-item and single-item scales for construct measurement: A predictive validity perspective, Journal of the Academy of Marketing Science, 40 (2012) 434-449.
[9]
M. Duggan, Gaming and gamers, Pewinternet.org, 2015. http://www.pewinternet.org/2015/12/15/gaming-and-gamers/
[10]
F.L. Fu, R.C. Su, S.C. Yu, EGameFlow: A scale to measure learners' enjoyment of e-learning games, Computers & Education, 52 (2009) 101-112.
[11]
K. Gogol, M. Brunner, T. Goetz, R. Martin, S. Ugen, U. Keller, F. Preckel, My Questionnaire is Too Long! The assessments of motivational-affective constructs with three-item and single-item measures, Contemporary Educational Psychology, 39 (2014) 188-205.
[12]
J.K. Goodman, C.E. Cryder, A. Cheema, Data collection in a flat world: The strengths and weaknesses of Mechanical Turk samples, Journal of Behavioral Decision Making, 26 (2013) 213-224.
[13]
S.G. Hart, L.E. Staveland, Development of NASA-TLX (Task Load Index): Results of empirical and theoretical research, Advances in Psychology, 52 (1988) 139-183.
[14]
J. Hattie, H. Timperley, The power of feedback, Review of Educational Research, 77 (2007) 81-112.
[15]
R.P. Hawkins, M. Kreuter, K. Resnicow, M. Fishbein, A. Dijkstra, Understanding tailoring in communicating about health, Health Education Research, 23 (2008) 454-466.
[16]
A.F. Hayes, Introduction to mediation, moderation, and conditional process analysis, Guilford Press, New York, NY, 2015.
[17]
P. Hitlin, 4. Turkers in this canvassing: Young, well-educated and frequent users, Pewinternt.org, 2016. http://www.pewinternet.org/2016/07/11/turkers-in-this-canvassing-young-well-educated-and-frequent-users/
[18]
P.G. Ipeirotis, Demographics of mechanical Turk, New York University, Stern School of Business, 2010.
[19]
J. Jansz, L. Martens, Gaming at a LAN event: The social context of playing video games, New Media & Society, 7 (2005) 333-355.
[20]
J. Juul, Acasual revolution: Reinventing video games and their players, The MIT Press, Cambridge, MA, 2010.
[21]
A.M. Kimbrough, R.E. Guadagno, N.L. Muscanell, J. Dill, Gender differences in mediated communication: Women connect more than do men, Computers in Human Behavior, 29 (2013) 896-900.
[22]
C. Klimmt, D. Hefner, P. Vorderer, The video game experience as true identification: A theory of enjoyable alterations of players' self-perception, Communication Theory, 19 (2009) 351-373.
[23]
A.N. Kluger, A. DeNisi, The effects of feedback interventions on performance: A historical review, a meta-analysis and a preliminary feedback intervention theory, Psychological Bulletin, 119 (1996) 254-284.
[24]
A. Lenhart, J. Kahne, E. Middaugh, A.R. Macgill, C. Evans, J. Vitak, Teens, video games, and civics: Teens' gaming experiences are diverse and include significant social interaction and civic engagement, Pew Internet & American Life Project, 2008.
[25]
M.L. Lewis, R. Weber, N. Bowman, They may be pixels, but they're MY pixels: Developing a metric of character attachment in role-playing video games, Cyberpsychology & Behavior, 11 (2008) 515-518.
[26]
McGonigal, J. (n.d.). We spend 3 billion hours a week as a planet playing videogames. Is it worth it? How could it be MORE worth it? Ted.com. http://www.ted.com/conversations/44/we_spend_3_billion_hours_a_wee.html.
[27]
R.W. Motl, R.K. Dishman, R. Saunders, M. Dowda, G. Felton, R.R. Pate, Measuring enjoyment of physical activity in adolescent girls, American Journal of Preventive Medicine, 21 (2001) 110-117.
[28]
M.B. Oliver, A. Bartsch, Appreciation of entertainment, Journal of Media Psychology, 23 (2011) 29-33.
[29]
M. Oliver, N. Bowman, J. Woolley, R. Rogers, B. Sherrick, M.Y. Chung, Video games as meaningful entertainment experiences, Psychology of Popular Media Culture, 2015.
[30]
G. Paolacci, J. Chandler, Inside the Turk: Understanding mechanical Turk as a participant pool, Current Directions in Psychological Science, 23 (2014) 184-188.
[31]
D.S. Parlett, The Oxford history of board games, Oxford University Press, USA, 1999.
[32]
A. Ramaprasad, On the definition of feedback, Behavioral Science, 28 (1983) 4-13.
[33]
L. Reinecke, R. Tamborini, M. Grizzard, R. Lewis, A. Eden, N. Bowman, Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair, Journal of Communication, 62 (2012) 437-453.
[34]
R. Rogers, How Video Games Impact Players: The Pitfalls and Benefits of a Gaming Society, Lexington Books, 2016.
[35]
R. Rogers, N.D. Bowman, M.B. Oliver, It's not the model that doesnt fit, its the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games, Computers in Human Behavior, 49 (2015) 588-596.
[36]
R. Rogers, J. Woolley, B. Sherrick, N.D. Bowman, M.B. Oliver, Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses, The Computer Games Journal (2016) 1-17.
[37]
R.M. Ryan, E.L. Deci, The darker and brighter sides of human existence: Basic psychological needs as a unifying concept, Psychological Inquiry, 11 (2000) 319-338.
[38]
R.M. Ryan, C.S. Rigby, A. Przybylski, The motivational pull of video games: A self-determination theory approach, Motivation and Emotion, 30 (2006) 344-360.
[39]
K. Squire, Video games in education, International Journal of Intelligent Simulations and Gaming, 2 (2003) 49-62.
[40]
J. Stone, Psychologist Philip Zimbardo: Porn and video games are driving social isolation, Rawstory.com, 2015. http://www.rawstory.com/2015/05/psychologist-philip-zimbardo-prn-and-video-games-driving-social-isolation/
[41]
J. Sweller, Cognitive load during problem solving: Effects on learning, Cognitive Science, 12 (1988) 257-285.
[42]
R. Tamborini, N.D. Bowman, A. Eden, M. Grizzard, A. Organ, Defining media enjoyment as the satisfaction of intrinsic needs, Journal of Communication, 60 (2010) 758-777.
[43]
S. Thompson, E. Lougheed, Frazzled by Facebook? An exploratory study of gender differences in social network communication among undergraduate men and women, College Student Journal (2012) 88-99.
[44]
J.B. Weaver, D. Mays, S.S. Weaver, W. Kannenberg, G.L. Hopkins, D. Erolu, Health-risk correlates of video-game playing among adults, American Journal of Preventive Medicine, 37 (2009) 299-305.
[45]
N. Wiener, Cybernetics: Or, control and communication in the animal and the machine, MIT Press, Cambridge, MA, 1961.
[46]
N. Yee, J.N. Bailenson, N. Ducheneaut, The proteus effect: Implications of transformed digital self-representation on online and offline behavior, Communication Research, 36 (2009) 285-312.

Cited By

View all
  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2024)Climate-Oriented Persuasive Edutainment (C.O.P.E.) Model: Player Experience for Effective Climate CommunicationProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650024(1-14)Online publication date: 21-May-2024
  • (2024)Evaluating the Impact of Gameful Design on Pro-Environmental Attitudes: Beyond Blue as InterventionProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649933(1-13)Online publication date: 21-May-2024
  • Show More Cited By
  1. The motivational pull of video game feedback, rules, and social interaction

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image Computers in Human Behavior
      Computers in Human Behavior  Volume 73, Issue C
      August 2017
      693 pages

      Publisher

      Elsevier Science Publishers B. V.

      Netherlands

      Publication History

      Published: 01 August 2017

      Author Tags

      1. Experiment
      2. Feedback
      3. Rules
      4. Self-determination theory
      5. Video games

      Qualifiers

      • Research-article

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)0
      • Downloads (Last 6 weeks)0
      Reflects downloads up to 28 Jan 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
      • (2024)Climate-Oriented Persuasive Edutainment (C.O.P.E.) Model: Player Experience for Effective Climate CommunicationProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650024(1-14)Online publication date: 21-May-2024
      • (2024)Evaluating the Impact of Gameful Design on Pro-Environmental Attitudes: Beyond Blue as InterventionProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649933(1-13)Online publication date: 21-May-2024
      • (2024)The Collaborative Interaction with Pokémon-Go Robot uses Augmented Reality technology for Increasing the Intentions of Patronizing HospitalityInformation Systems Frontiers10.1007/s10796-021-10200-126:1(107-119)Online publication date: 1-Feb-2024
      • (2023)The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning PlatformProceedings of the ACM on Human-Computer Interaction10.1145/36110627:CHI PLAY(1091-1114)Online publication date: 4-Oct-2023
      • (2022)The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews AnalysisProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555922(1-7)Online publication date: 5-Sep-2022
      • (2022)Research on the Impact of Gamification on Brand EquityProceedings of the 6th International Conference on E-Commerce, E-Business and E-Government10.1145/3537693.3537727(342-349)Online publication date: 27-Apr-2022
      • (2021)On Social Contagion in GamificationProceedings of the ACM on Human-Computer Interaction10.1145/34746705:CHI PLAY(1-20)Online publication date: 6-Oct-2021
      • (2021)#StayHome Playing LoL - Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 LockdownsProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472551(1-12)Online publication date: 3-Aug-2021
      • (2021)Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619130(1-8)Online publication date: 17-Aug-2021
      • Show More Cited By

      View Options

      View options

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media