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.Keywords: self-determination theory, motivation, video games Psychological research examining video games is presently undergoing a dramatic shift in focus. Until very recently, the preponderance of research in video games has been concern-focused, with studies aimed at identifying the potential negative effects of gaming. Specific foci of these research programs have included the relations between gaming and increased aggression, social isolation, and overuse (Anderson & Bushman, 2001;Grüsser, Thalemann, & Griffiths, 2007). Yet, more recently, a number of researchers have become intervention-focused, hoping to harness the magnetic motivational appeal of video games to help relieve pain and stress or customizing games for educational or health-related interventions (for a review, see Baranowski, Buday, Thompson, & Baranowski, 2008). Increasingly, intervention-focused researchers are demonstrating that games can positively influence both psychological and physical well-being.Although the goals of both concern-focused and interventionfocused research are dissimilar, both share a descriptive research approach: The methods and theories they employ evaluate the extent to which video games exert positive, negative, or no influence on specified outcomes under a given set of circumstances. What is less well understood and less widely studied are the mechanisms that underlie these positive and negative links.In this article, we outline a theory-based empirical model for understanding and evaluating the processes through which video games motivate sustained engagement, and how experiences with these games affect the psychological and physical well-being of players. Our approach is based on self-determination theory (SDT; Deci & Ryan, 2000;Ryan & Deci, 2000a), a macrotheory of human motivation that is principally concerned with the potential of social contexts to prov...
The Problem. There has been a "Copernican turn" in approaches to motivation and management: The focus in human resource development (HRD) and management circles today is no longer on how companies can motivate or incentivize employees from the outside, but instead on how they can effectively foster and support the high-quality motivation that comes from within employees. Developing affective commitment and intrinsic motivation is highlighted as a key to organizational success and employee satisfaction. The Solution. In this article, we review our applications of self-determination theory (SDT; Ryan & Deci, 2017) concerning how organizations can both assess and build a culture of high-quality motivation. We review a continuum of types of motivation in the workplace that range from passive or controlled compliance to personal valuing of and intrinsic interest in one's work. We then discuss how support for employees' basic psychological needs for autonomy, competence, and relatedness leads to these higher quality types of motivation. Evidence shows that enhanced need satisfaction can come from managerial climate, job design, and well-crafted compensation strategies, as well as being influenced by the perceived mission of the company. A focus on basic needs provides a practical basis for leveraging positive change and achieving goals from talent retention to workplace wellness. The Stakeholders.
[Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory-that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature.
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