A Motivational Model of Video Game Engagement

  title={A Motivational Model of Video Game Engagement},
  author={Andrew K. Przybylski and C. Scott Rigby and Richard M. Ryan},
  journal={Review of General Psychology},
  pages={154 - 166}
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… 

Tables from this paper

Investigating Flow, Presence, and Engagement in Independent Video Game Mechanics

The goal of this study is to investigate, Super Meat Boy and Limbo, two very similar games with very different mechanical representations and see which game is more engaging in these three areas.

Friends, fun, frustration and fantasy: Child motivations for video game play

Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children’s motivations

Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self

Evidence in the win-focused approach suggests that this type of game-self may facilitate more relaxed play through emotional and moral disengagement, where game characters are seen as tools within a set of rules, used as means to reach a win state.

Motivation during videogame play: analysing player experience in terms of cognitive action

A method for analysing videogames based on game activities and the value of expert review in deconstructing gameplay activity as a means of providing direction for game design that enhances the player experience is demonstrated.

Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study (Preprint)

BACKGROUND Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be

To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences

Background Individuals choose to engage in multiple types of online team-based video games. Gameplay options allow for player preferences to shape their gaming experience. Within the multiplayer

Immersed in Virtual Worlds and Minds

Past research on video game effects was often limited to explaining effects of game content and mode, leaving structural and contextual game elements scarcely investigated. The present research

Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study

This study empirically examined the impact of the dimensions of consumer video game engagement on video game addiction and offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game Addiction.



The Motivational Pull of Video Games: A Self-Determination Theory Approach

Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals

The Motivating Role of Violence in Video Games

Results showed that enjoyment, value, and desire for future play were robustly associated with the experience of autonomy and competence in gameplay, and players high in trait aggression were more likely to prefer or value games with violent contents, even though violent contents did not reliably enhance their game enjoyment or immersion.

Having to versus Wanting to Play: Background and Consequences of Harmonious versus Obsessive Engagement in Video Games

Results showed that low levels of basic need satisfaction were associated with more obsessive passion, higher amounts of play, greater tension following play, and low game enjoyment, whereas high levels of need satisfaction did not predict hours of play but were associatedwith more harmonious passion, game enjoyment and energy following play.

Violent video games and anger as predictors of aggression

The effects of violent video games on aggression.

Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study

Violent video game exposure and aggression A literature review

Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More children and adults are spending time playing computer games, consoles games, and online games

Excessive Computer Game Playing: Evidence for Addiction and Aggression?

Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction, and an addictive potential of gaming should be taken into consideration regarding prevention and intervention.

Virtual worlds and the learner hero

The concept of the `learner hero' is introduced as a potentially useful unifying concept in considering how to leverage the high motivational appeal of commercial virtual worlds in building digital learning environments.

Sex Differences in Video Game Play:

In this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game