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29
May

“A motivational model of video game engagement” -Review of General Psychology (2010)

By Andrew Przybylski, C. Scott Rigby, & Richard Ryan Published in Review of General Psychology, 14, 154-166. doi: 10.1037/a0019440 ABSTRACT: More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise inpopularity of video games highlights the need for

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4
Jan

“Personality, Motivation and Video Games” -PENS Validation Study (2010)

By Daniel Johnson & John Gardner Proceeding from the 22nd OZCHI conference for the Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomics Society of Australia (2010) ABSTRACT: This study explored relationships between personality, video game preference and gaming experiences. Two hundred

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GDC Austin Talk: Finding the Right Rewards to Sustain Player Engagement (Sept. 2009)

Presented by Scott Rigby at the Game Developers Conference in Austin, TX Rewards are a cornerstone of design and a critical element of a game’s ability to sustain relationships with players. This presentation covers in-depth motivational research on reward mechanisms in games, specifically highlighting the

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28
May

“The motivating role of violence in video games” -Personality & Social Psych Bulletin (2009)

By Andrew Przybylski, Richard Ryan, & C. Scott Rigby Published in Personality and Social Psychology Bulletin, 35, 243-259 ABSTRACT:  Six studies, two survey based and four experimental, explored the relations between violent content and people’s motivation and enjoyment of video game play. Based on self-determination

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29
Apr

“Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games” -CyberPsychology & Behavior (2009)

By Andrew Przybylski, Netta Weinstein, Richard Ryan, & C. Scott Rigby Published in CyberPsychology & Behavior, 12, 485-492 ABSTRACT: The present research examined the background and consequences of different styles of engagement in video game play. Based on self-determination theory and the dualistic model of

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GDC Talk: Designing for Engagement and Sustained Satisfaction (March 2009)

Presented by Scott Rigby at the Game Developers Conference in San Francisco (March 2009) Based upon multiple studies with over 15,000 gamers, this presentation defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need

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16
Jun

“Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game ” -Gamasutra (January 16, 2007)

By Scott Rigby & Richard Ryan Published in Gamasutra  | January 16, 2007 Introduction Gameplay strategies for motivating players largely focus on reward paradigms (“carrots on sticks”) that dangle the sweet enticements of hidden levels, provocative content, and variations on the Sword of A Thousand

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29
Jan

“Motivational pull of video games: A self-determination theory approach” -Motivation & Emotion (2006)

By Richard Ryan, C. Scott Rigby, & Andrew Przybylski Published in Motivation and Emotion, 30, 347-365 ABSTRACT: our 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

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