2010
DOI: 10.1037/a0019440
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A Motivational Model of Video Game Engagement

Abstract: 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 sugg… Show more

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Cited by 1,029 publications
(765 citation statements)
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References 48 publications
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“…In fact, its effect might be felt throughout the consumer decision process. Additional optimism might be justified from what we know about video games, which have been shown to enhance arousal (Poels et al 2012); increase perceptions of self-efficacy, competence, relatedness, and autonomy (Przybylski, Rigby, and Ryan 2010;Ryan, Rigby, and Przybylski 2006); and facilitate social interactions that enhance learning and encourage teaching .…”
Section: Gamification/2mentioning
confidence: 99%
See 1 more Smart Citation
“…In fact, its effect might be felt throughout the consumer decision process. Additional optimism might be justified from what we know about video games, which have been shown to enhance arousal (Poels et al 2012); increase perceptions of self-efficacy, competence, relatedness, and autonomy (Przybylski, Rigby, and Ryan 2010;Ryan, Rigby, and Przybylski 2006); and facilitate social interactions that enhance learning and encourage teaching .…”
Section: Gamification/2mentioning
confidence: 99%
“…Further, interface mastery is required to meet the psychological needs of competence, autonomy, and relatedness (Przybylski, Rigby, and Ryan 2010). Clearly marketers contemplating gamification will need to carefully analyze reward levels with an eye to how, when, and whether consumers will develop proficiencies of various types.…”
Section: Gamification/15mentioning
confidence: 99%
“…Przybylski et al [36] and Rigby and Ryan [40] argue that digital games promote sustained engagement through meeting players' basic psychological needs of competence, autonomy (freedom of choice based on personal interests) and relatedness (interaction with others).  The game should respond to players' actions in a consistent, immediate, challenging and exciting way.…”
Section: Discussionmentioning
confidence: 99%
“…Personalising the game according to players' preferences and abilities can sustain their engagement in the long-term and encourage them to use and explore all features supported by the system. Research also shows the importance of positive feedback as the key to increasing player's motivation [36]. There is music playing continuously in our game while it is being played, but it does not necessarily provide feedback e.g.…”
Section: Discussionmentioning
confidence: 99%
“…This acitivity could in turn make students loosing their physical fitness and social skill because they will never notice their physical and social surroundings. The condition will eventually bring various fatal effects for their physical and mental developments (Van Rooij et al 2011;Mehroof & Griffiths 2010;Przybylski et al 2010).…”
Section: Introductionmentioning
confidence: 99%