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158
Development and validation of a game addiction scale for adolescents.
- Media Psychology,
, 2009
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A motivational model of video game engagement
- Rev. General Psychol
, 2010
"... More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientific understanding of video game engagement. This article advances a theory-based motivational model for e ..."
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Cited by 24 (0 self)
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More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientific understanding of video game engagement. This article advances a theory-based motivational model for examining and evaluating the ways by which video game engagement shapes psychological processes and influences well-being. Rooted in self-determination theory (Deci & Ryan, 2000; Ryan & Deci, 2000a), our approach suggests that both the appeal and well-being effects of video games are based in their potential to satisfy basic psychological needs for competence, autonomy, and relatedness. We review recent empirical evidence applying this perspective to a number of topics including need satisfaction in games and short-term well-being, the motivational appeal of violent game content, motivational sources of postplay aggression, the antecedents and consequences of disordered patterns of game engagement, and the determinants and effects of immersion. Implications of this model for the future study of game motivation and the use of video games in interventions are discussed.
Children’s motivations for video game play in the context of normal development
- Review of General Psychology
, 2010
"... Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and minimize potential harms. To do this, we must understand what motivates children to play electronic gam ..."
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Cited by 19 (0 self)
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Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and minimize potential harms. To do this, we must understand what motivates children to play electronic games and what needs the games meet. Drawing on a survey of 1,254 middle school children, focus groups with boys and their parents, and findings from other quantitative and qualitative research, the author describes a variety of motivations for video game play (including games with violent content) and how these may vary based on factors such as mood, environment, personality, and developmental stage. The findings are put into the context of normal development, and suggestions are given for parents, educators, and researchers.
On the Harmfulness of Secondary Game Objectives
"... Secondary game objectives, optional challenges that players can choose to pursue or ignore, are a fundamental element of game design. Still, little is known about how secondary objectives affect player behavior. It is commonly believed that secondary objectives such as coins or collectible items can ..."
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Cited by 14 (4 self)
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Secondary game objectives, optional challenges that players can choose to pursue or ignore, are a fundamental element of game design. Still, little is known about how secondary objectives affect player behavior. It is commonly believed that secondary objectives such as coins or collectible items can increase a game’s flexibility, replayability, and depth. In contrast, we present results from analysis of two popular online Flash games showing that secondary objectives can easily harm the retention of many players. We support our findings with data collected from over 27,000 players through large-scale A/B tests in which we measured play time, progress, and return rate. We show that while secondary objectives can encourage long-term players to extend their playtime, they can also cause many players to play for less time. By modifying secondary objectives so that they reinforce the primary goal of the game instead of distracting from it, we are able to avoid negative consequences and still maintain the retention of long-term players. Our results suggest that secondary objectives that support the primary goal of the game are consistently useful, while secondary objectives that do not support the main goal require extensive testing to avoid negative consequences.
Motivations: A Psychological Perspective
- Comput. Entertain
"... Although player motivation is one of the main concerns of computer gaming, research so far has been able to identify only a limited set of motives, which are not founded on formal theories of human motivation. Assuming that goal-directed behavior is triggered by the interaction between personal and ..."
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Cited by 10 (3 self)
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Although player motivation is one of the main concerns of computer gaming, research so far has been able to identify only a limited set of motives, which are not founded on formal theories of human motivation. Assuming that goal-directed behavior is triggered by the interaction between personal and environmental factors, this article aims to analyze a broader range of gaming motivations derived from basic human needs. The psychological needs investigated in this study are based on the psychogenic needs divided into six categories: materialism, power, affiliation, achievement, information, and sensual needs, defined by Murray [1938] in his extensive research. Since the present work defines motivation as a product of continuous interactions between players and the virtual world, each individual psychological need is briefly described in terms of the actions it provokes. In this context, this article is not concerned with why people play computer games but how they are motivated in the game. Detailed analysis of the conceptual components of player motivation focuses on matching each psychological need to common gaming situations in computer role-playing games (RPGs). Since this game genre provides interactive virtual environments capable of offering experiences analogous to real life, it is highly relevant to motivational studies. The relationship between motivational factors and gaming situations is discussed with examples from a recently released RPG, which takes place in a fantasy world full of social issues and conflicts, where players usually find themselves in situations that require a choice between the lesser of two evils. It is expected that the variables defined in this study should facilitate the design of computer games that satisfy a broader range of player motivations by providing ways to investigate the relationship between psychological needs and the gaming environment, while bearing in mind the basic components of goal-directed behavior.
Psyops: Personality assessment through gaming behavior
- In Proceedings of the International Conference on the Foundations of Digital Games
, 2013
"... Traditional personality assessment methods are based on behavioral, observational, and self-report measures [8], each of which suffers from weaknesses that stem from ambiguity (behavioral measures), cost-payoff ratio (professional observation), and reliability (self-report). Assessment through video ..."
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Cited by 10 (8 self)
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Traditional personality assessment methods are based on behavioral, observational, and self-report measures [8], each of which suffers from weaknesses that stem from ambiguity (behavioral measures), cost-payoff ratio (professional observation), and reliability (self-report). Assessment through video game play offers a way of quantifying behavior, automating observations, and side-stepping self-report. To determine whether video games are a valuable addition to the arsenal of personality assessment methods, we set out to answer the question: Does the statistically trackable play style of a player significantly correlate to his personality? To find the answer, we conducted a survey among Battlefield 3 players. Through the use of a promotional campaign, dubbed ’Psy-Ops’, the response to the survey ran up to 13,376 individuals. Each participant was asked to fill out a 100-item IPIP (International Personality Item Pool) Big Five personality questionnaire, and requested for permission to draw their game statistics from a public database. All in all, 175 game variables, 100 personality scores, and 5 personality dimensions were correlated for the total sample, and 11 demographic subsamples. We found that play style and personality do correlate significantly, showing three key themes. (1) Conscientiousness is negatively correlated with speed of action. (2) The game variable Unlock Score per Second correlates most often and most strongly with personality, especially with Conscientiousness and Extraversion. (3) Work ethic correlates negatively with performance in the game. Apart from these three themes, subsamples differ in correlational patterns. An additional result was found when performing a posthoc analysis on age. Correlations between age and play style were greater than those between play style and personality.
How Players Lose Interest in Playing a Game: An Empirical Study Based on Distributions of Total Playing Times
"... Abstract—Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important ..."
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Cited by 10 (6 self)
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Abstract—Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players have played these games and apply techniques from lifetime analysis to identify common patterns. In all five cases, we find that the Weibull distribution gives a good account of the statistics of total playing times. This implies that an average player’s interest in playing one of the games considered evolves according to a non-homogeneous Poisson process. Therefore, given data on the initial playtime behavior of the players of a game, it becomes possible to predict when they stop playing. I.
Online gaming motivations scale: development and validation
- Proc. of CHI'12 (2012
"... Understanding gaming motivations is important given the growing trend of incorporating game-based mechanisms in non-gaming applications. In this paper, we describe the development and validation of an online gaming motivations scale based on a 3-factor model. Data from 2,071 US participants and 645 ..."
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Cited by 9 (0 self)
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Understanding gaming motivations is important given the growing trend of incorporating game-based mechanisms in non-gaming applications. In this paper, we describe the development and validation of an online gaming motivations scale based on a 3-factor model. Data from 2,071 US participants and 645 Hong Kong and Taiwan participants is used to provide a cross-cultural validation of the developed scale. Analysis of actual in-game behavioral metrics is also provided to demonstrate predictive validity of the scale. Author Keywords Online games; player motivations; taxonomy; scale development; scale validation; cross-cultural. ACM Classification Keywords H5.m. [Information interfaces and presentation (e.g., HCI)]:
Using Sequential Observations to Model and Predict Player Behavior
- In Proceedings of the Sixth International Conference on the Foundations of Digital Games
, 2011
"... In this paper, we present a data-driven technique for design-ing models of user behavior. Previously, player models were designed using user surveys, small-scale observation experi-ments, or knowledge engineering. These methods generally produced semantically meaningful models that were limited in t ..."
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Cited by 9 (1 self)
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In this paper, we present a data-driven technique for design-ing models of user behavior. Previously, player models were designed using user surveys, small-scale observation experi-ments, or knowledge engineering. These methods generally produced semantically meaningful models that were limited in their applicability. To address this, we have developed a purely data-driven methodology for generating player mod-els based on past observations of other players. Our un-derlying assumption is that we can accurately predict what a player will do in a given situation if we examine enough data from former players that were in similar situations. We have chosen to test our method on achievement data from the MMORPG World of Warcraft. Experiments show that our method greatly outperforms a baseline algorithm in both precision and recall, proving that this method can create ac-curate player models based solely on observation data.
If You Build It They Might Stay: Retention Mechanisms in World of Warcraft
"... We analyze mechanisms of player retention and commitment in massively multiplayer online games. Our ground assumptions on player retention are based on a marketing model of customer retention and commitment. To measure the influence of gameplay, in-game sociality, and real-life status on player comm ..."
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Cited by 8 (3 self)
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We analyze mechanisms of player retention and commitment in massively multiplayer online games. Our ground assumptions on player retention are based on a marketing model of customer retention and commitment. To measure the influence of gameplay, in-game sociality, and real-life status on player commitment, we use the following metrics: weekly play time, stop rate and number of years respondents have been playing the game. The cross-cultural sample is composed of 2865 World of Warcraft players from North-America, Europe, Taiwan, and Hong-Kong who completed an online questionnaire. We differentiate players in terms of demographic categories including age, region, gender and marital status. Categories and Subject Descriptors