The Motivational Pull of Video Games: A Self-Determination Theory Approach
By Richard M. Ryan, C. Rigby, Andrew K. Przybylski. 2006
3,210 citations recorded by the source corpus.
Subfields: Safety Research, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/dca79f12c1923582fe4f71fc79fd4d6a8d1c76ad
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
- Richard M. Ryan
- Edward L. Deci
- Juho Hamari
- Rafael A. Calvo
- Dorian Peters
- Maarten Vansteenkiste
- Andrew K. Przybylski
- C. Ferguson
In Social Psychology
- Richard M. Ryan
- Juho Hamari
- Edward L. Deci
- Andrew K. Przybylski
- Rafael A. Calvo
- Dorian Peters
- Leonard Reinecke
- C. Rigby
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- C. Ferguson
- Sebastian Deterding
- Mark D. Griffiths
- Richard M. Ryan
- Leonard Reinecke
- S. M. Rueda
Citations in the corpus
- Entertaining Media Use and the Satisfaction of Recovery Needs: Recovery Outcomes Associated With the Use of Interactive and Noninteractive Entertaining Media (2011, background): “Furthermore, replicating research that demonstrated a strong relationship between the satisfaction of intrinsic needs and media appeal (Ryan et al., 2006; Tamborini, Bowman, et al., 2010; Tamborini, Grizzard, et al., in press), we expect to find a positive relationship between the satisfaction of…”
- Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010, methodology): “Though Ryan et al. (2006) suggest that intuitive game controls and social play context influenced need satisfaction, issues related to the operational definitions in Journal of Communication 60 (2010) 758–777 © 2010 International Communication Association 765 Defining Media Enjoyment R. Tamborini…”
- Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2008, background): “Studies into Self-Determination Theory (SDT) have been able to produce a system from which to measure the amount of engagement/immersion that takes place in an interactive activity (Ryan et al. 2006).”
- Friends, fun, frustration and fantasy: Child motivations for video game play (2013, background): “Przybylski et al. (2010) present a motivational model for video game play, itself based on several empirical studies (Przybylski et al. 2009; Ryan et al. 2006).”
- The rise of motivational information systems: A review of gamification research (2019, methodology): “Moreover, the player’s relatedness is often catered for by social environments created either within the game or around it (Huang, Cheng, Huang, & Teng, 2018; Ryan et al., 2006).”
- The Association Between Internet Gaming Disorder and Impulsivity: A Systematic Review of Literature (2019, background): “Through playing videogames, many goals are achieved such as relaxation, competence, autonomy, and avoidance of daily concerns (Griffiths 2003; Ryan et al. 2006).”
- Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame (2012, methodology): “Ryan et al. (2006) found that players who experienced higher level of autonomy within the game itself had more positive experiences than those who played games that did not offer a great degree of autonomy within the game.”
- Foundations of Game-Based Learning (2015, background): “As players interact with others during game play, establishing a sense of connection with others in (and out) of the game world becomes important for engagement, satisfaction with the game, and the desire to play again (Ryan et al., 2006).”
- Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs (2011, methodology): “As in Study 1, satisfaction of autonomy and competence need satisfaction was measured using the PENS scale (Ryan et al., 2006), with acceptable levels of Cronbach’s α for autonomy = .67 and competence = .78.7 Arousal and affect were measured using an adapted version of the Affect Grid (Russell,…”