2010, Vol. 14, No. 2, 154–166 | Andrew K. Przybylski, C. Scott Rigby, Richard M. Ryan
This article presents a motivational model of video game engagement, rooted in self-determination theory (SDT), to understand how video games shape psychological processes and influence well-being. The authors argue that the appeal and well-being effects of video games are based on their potential to satisfy basic psychological needs for competence, autonomy, and relatedness. They review empirical evidence supporting this perspective, including need satisfaction in games, the motivational appeal of violent content, postplay aggression, disordered patterns of game engagement, and immersion. The model highlights the importance of understanding the mechanisms underlying the positive and negative influences of video games on well-being and suggests implications for future research and interventions. The article also discusses the historical development of video games in satisfying these psychological needs and explores the role of mastery of controls in game motivation. Additionally, it examines the motivational appeal of violence in games and the sources of player aggression, emphasizing that violent content does not inherently motivate play but can be motivating for those who experience need satisfaction. Finally, the article explores the distinction between having versus wanting to play, suggesting that individual differences in need satisfaction can influence the type of engagement and well-being outcomes.This article presents a motivational model of video game engagement, rooted in self-determination theory (SDT), to understand how video games shape psychological processes and influence well-being. The authors argue that the appeal and well-being effects of video games are based on their potential to satisfy basic psychological needs for competence, autonomy, and relatedness. They review empirical evidence supporting this perspective, including need satisfaction in games, the motivational appeal of violent content, postplay aggression, disordered patterns of game engagement, and immersion. The model highlights the importance of understanding the mechanisms underlying the positive and negative influences of video games on well-being and suggests implications for future research and interventions. The article also discusses the historical development of video games in satisfying these psychological needs and explores the role of mastery of controls in game motivation. Additionally, it examines the motivational appeal of violence in games and the sources of player aggression, emphasizing that violent content does not inherently motivate play but can be motivating for those who experience need satisfaction. Finally, the article explores the distinction between having versus wanting to play, suggesting that individual differences in need satisfaction can influence the type of engagement and well-being outcomes.