A Motivational Model of Video Game Engagement
By Andrew K. Przybylski, C. Rigby, Richard M. Ryan. 2010
1,346 citations recorded by the source corpus.
Subfields: Safety Research, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/66f08b6b2092b3bd25e3ea5f996bd34f91e14342
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Safety Research
- Maarten Vansteenkiste
- Bart Soenens
- Richard M. Ryan
- Rafael A. Calvo
- Dorian Peters
- C. Ferguson
- Isabel Buil
- Sara Catalán
In Social Psychology
- Maarten Vansteenkiste
- Bart Soenens
- Richard M. Ryan
- Edward L. Deci
- J. Reeve
- Rafael A. Calvo
- Dorian Peters
- W. Lens
In Sociology and Political Science
- Maarten Vansteenkiste
- Richard M. Ryan
- C. Ferguson
- Bart Soenens
- Cheryl K. Olson
- Jing Feng
- Ian Spence
- Sebastian Deterding
Citations in the corpus
- Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014, background): “They note that self-determination theory (Ryan & Deci, 2000) helps explain how intrinsic motivation—driven by factors such as the need for competence—is an important precursor for engagement (Boyle et al., 2011; Przybylski et al., 2010).”
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “Recent studies confi rmed that experiences of competence, autonomy, and relatedness were major contributors to game enjoyment, regardless of the specifi c content, complexity, or genre of games (Przybylski, Rigby, & Ryan, 2010 ; Wang et al., 2008 ).”
- Basic psychological need theory: Advancements, critical themes, and future directions (2020, positive): “2015), gamification features (Przybylski et al. 2010; Sailer et al. 2017), socio-economic status (González et al.”
- Designing for Motivation, Engagement and Wellbeing in Digital Experience (2018, methodology): “The PENS framework is readily tested using assessments of need satisfaction such as those employed by Ryan et al. (2006) which can be broadly applied (Przybylski et al., 2010).”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “Finally, PENS can account for constructs of competing models such as flow theory or Yee’s (2006) motivations for online play (Przybylski et al., 2010).”
- The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review (2020, background): “…in the same way that individuals use of substances like alcohol (Bacharach et al. 2008), or behaviors like gambling (Bergevin et al. 2006; Blaszczynski and Nower 2002) and online gaming (Hussain and Griffiths 2009; Demetrovics et al. 2011; Przybylski et al. 2010; Hemenover and Bowman 2018).”
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “…as previous research suggests that games are motivating due to them providing players with the possibility of expressing their choices and skills [17, 19], future studies should also compare whether “mastery” and “performance” tasks [18] are impacted differently by game elements, in order to…”
- Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017, background): “A greater rewards affordance can be perceived by users when a point system of a gamified IS provides granular and timely feedback [7, 72].”
- Video Games and Spatial Cognition (2010, background): “Ryan and collaborators (Przybylski, Rigby, & Ryan, 2010; Przybylski, Ryan, & Rigby, 2009; Ryan, Rigby, & Przybylski, 2006) have explored the relationship between the enjoyment of video games and the players’ needs for autonomy, competence, and relatedness.”