2010 | Andrew K. Przybylski, C. Scott Rigby, Richard M. Ryan
This article presents a motivational model for understanding video game engagement based on self-determination theory (SDT), which emphasizes the satisfaction of basic psychological needs for competence, autonomy, and relatedness. The model suggests that video games can positively influence well-being by satisfying these needs. The authors review recent empirical evidence on how video games affect psychological processes and well-being, including the motivational appeal of violent games, the sources of postplay aggression, and the determinants of disordered game engagement. They also discuss the implications of this model for future research and interventions.
Video games motivate a significant amount of goal-directed behavior, and their appeal lies in the inherent properties of the experiences they provide. According to SDT, behaviors pursued for their own sake are intrinsically motivated, while those pursued for external rewards are extrinsically motivated. Cognitive evaluation theory (CET), a subtheory of SDT, has guided research on intrinsic motivation in various domains, including video games. CET suggests that activities that satisfy the needs for competence, autonomy, and relatedness foster intrinsic motivation and positive well-being.
The authors examine how video games satisfy or thwart these psychological needs and how this affects sustained engagement and well-being. They present empirical evidence showing that video games can positively influence both psychological and physical well-being. The model also addresses concerns about violent games, the link between aggression and violent games, and the causes and consequences of disordered game engagement.
The authors also discuss the role of mastery of controls in video game motivation, noting that while it is necessary for achieving need-satisfying play, it is not sufficient on its own. They highlight the importance of intuitive control interfaces in reducing the burden of learning how to play.
Research on need satisfaction in games shows that experiences that satisfy basic psychological needs are associated with greater game enjoyment, immersion, and preference for future play. The authors also examine the motivational appeal of violence in games, finding that while violent content does not inherently motivate play, it can be linked to need satisfaction in certain contexts.
The authors also explore the sources of player aggression, finding that experiences that undermine basic psychological needs can lead to increased aggression. They argue that the structure of video games, including control interface complexity and the provision of practice, can influence short-term shifts in aggression.
Finally, the authors discuss the difference between having and wanting to play video games, noting that individuals who have their basic needs satisfied in daily life are more likely to engage in games because they want to, rather than because they feel compelled. This suggests that individual differences in need satisfaction can serve as a protective factor against unhealthy forms of play.This article presents a motivational model for understanding video game engagement based on self-determination theory (SDT), which emphasizes the satisfaction of basic psychological needs for competence, autonomy, and relatedness. The model suggests that video games can positively influence well-being by satisfying these needs. The authors review recent empirical evidence on how video games affect psychological processes and well-being, including the motivational appeal of violent games, the sources of postplay aggression, and the determinants of disordered game engagement. They also discuss the implications of this model for future research and interventions.
Video games motivate a significant amount of goal-directed behavior, and their appeal lies in the inherent properties of the experiences they provide. According to SDT, behaviors pursued for their own sake are intrinsically motivated, while those pursued for external rewards are extrinsically motivated. Cognitive evaluation theory (CET), a subtheory of SDT, has guided research on intrinsic motivation in various domains, including video games. CET suggests that activities that satisfy the needs for competence, autonomy, and relatedness foster intrinsic motivation and positive well-being.
The authors examine how video games satisfy or thwart these psychological needs and how this affects sustained engagement and well-being. They present empirical evidence showing that video games can positively influence both psychological and physical well-being. The model also addresses concerns about violent games, the link between aggression and violent games, and the causes and consequences of disordered game engagement.
The authors also discuss the role of mastery of controls in video game motivation, noting that while it is necessary for achieving need-satisfying play, it is not sufficient on its own. They highlight the importance of intuitive control interfaces in reducing the burden of learning how to play.
Research on need satisfaction in games shows that experiences that satisfy basic psychological needs are associated with greater game enjoyment, immersion, and preference for future play. The authors also examine the motivational appeal of violence in games, finding that while violent content does not inherently motivate play, it can be linked to need satisfaction in certain contexts.
The authors also explore the sources of player aggression, finding that experiences that undermine basic psychological needs can lead to increased aggression. They argue that the structure of video games, including control interface complexity and the provision of practice, can influence short-term shifts in aggression.
Finally, the authors discuss the difference between having and wanting to play video games, noting that individuals who have their basic needs satisfied in daily life are more likely to engage in games because they want to, rather than because they feel compelled. This suggests that individual differences in need satisfaction can serve as a protective factor against unhealthy forms of play.