Оnline gaming motivation according to Self-Determination Theory (SDT)

Authors

  • Надежда Александровна Иванова St. Petersburg State University, 7–9, Universitetskaya nab., St. Petersburg, 199034, Russian Federation
  • Антон Владимирович Артемов Lesta Studio, 70 Obuchovskoy Oborony ave., building 3A, room 41H, St. Petersburg, 192029, Russian Federation
  • Владимир Львович Волохонский Lesta Studio, 70 Obuchovskoy Oborony ave., building 3A, room 41H, St. Petersburg, 192029, Russian Federation
  • Софья Викторовна Дубик Lesta Studio, 70 Obuchovskoy Oborony ave., building 3A, room 41H, St. Petersburg, 192029, Russian Federation

Abstract

Th is article contains a short overview of the modern studies on the gaming motivation and the description of an original study designed by the authors. Th e study revealed the similarities and the differences in motivations within the Russian-speaking, European and American online games players, using GAMS — Gaming Motivation Scale. Th e main fi nding is the prevalence of intrinsic motivation in the motivation structure of all explored groups that can indicate a similar motivation for online games playing regardless of the region and of games genre. While the motives for games playing can be rather diff erent, the proportion of intrinsic and extrinsic motivations within gamers stays the same.

Keywords:

motivation, motives, online gaming, culture, Self-Determination theory

Downloads

Download data is not yet available.

References

Литература

Hainey T., Connolly T., Stansfi eld M., Boyle E. The differences in motivations of online game players and offl ine game players: A combined analysis of three studies at higher education level // Computers & Education. 2011. Vol. 57. Issue 4. P. 2197–2211.

Taylor T. L. Raising the stakes e-sports and the professionalization of computer gaming. Cambridge, Mass.: MIT Press, 2012. URL: http://mitpress.mit.edu/sites/default/fi les/titles/content/9780262017374_ sch_0001.pdf (дата обращения: 26.11.2015).

Why do you play? The development of the motives for online gaming questionnaire (MOGQ) / Demetrovics Z., Urbán R., Nagygyörgy K., Farkas J., Zilahy D., Mervó B., Reindl A., Ágoston C., Kertész A., Harmath E. // Behavior Research Methods. 2011. Vol. 43, issue 3. P. 814–825.

Войскунский А. Е., Аветисова А. А. Традиционные и современные исследования игрового поведения // Методология и история психологии. 2009. Т. 4. Вып. 4. URL: http://mhp-journal.ru/ rus/2009_v4_n4_07 (дата обращения: 6.12.2015).

Хейзинга Й. Homo Ludens. Статьи по истории культуры. М.: Прогресс-Традиция, 1997. URL: http://anna-ganzha.narod.ru/huizinga_homo_ludens.pdf (дата обращения: 1.03.2016)

Bartle R. A. Designing Virtual Worlds. Indianapolis, IN: New Riders Publishing, 2003. 768 с.

Yee N. The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments // Presence-Teleoperators and Virtual Environments. 2006. Vol. 15. P. 309–329.

Csikszentmihalyi M. Flow: Th e psychology of optimal experience. New York: Harper and Row., 1990. URL: http://www.bates.edu/purposeful-work/fi les/2015/03/Csikszenthmihalyi-1990.pdf (дата обращения: 6.12.2015).

Voiskounsky A., Wang S. Flow Experience While Computer Gaming: Empirical Study // Open Journal of Social Sciences. 2014. Vol. 2. P. 1–6.

Lafreniиre M.-A. K. Verner-Filion J., Vallerand R. J. Development and validation of the Gaming Motivation Scale (GAMS) // Personality and Individual Diff erences. 2012. Vol. 53. P. 827–831.

Deci E. L., Ryan R. M. A motivational approach to self: integration in personality // Perspectives on motivation. Nebraska symposium on motivation / ed. by R. Dienstbier. Lincoln, NE.: University of Nebraska Press. 1991. Vol. 38. P. 237–288.

Przybylski A. K., Ryan R. M., Rigby C. S. The motivating role of violence in video games // Personality and Social Psychology Bulletin. 2009. Vol. 35, issue 2 P. 243–259.

Гордеева Т. О. Теория самодетерминации: настоящее и будущее. Ч. 1: Проблемы развития теории // Психологические исследования. 2010. № 4(12). URL: http://psystudy.ru/index.php/ num/2010n4-12/343-gordeeva12.html (дата обращения: 6.12.2015)


References

Hainey T., Connolly T., Stansfield M., Boyle E. Th e diff erences in motivations of online game players and offl ine game players: A combined analysis of three studies at higher education level. Computers & Education, 2011, vol. 57, issue 4, pp. 2197–2211.

Taylor T. L. Raising the stakes e-sports and the professionalization of computer gaming. Cambridge, Mass.: MIT Press, 2012. Available at: http://mitpress.mit.edu/sites/default/fi les/titles/content/9780262017374_sch_0001.pdf (accessed 26.11.2015).

Demetrovics Z., Urbán R., Nagygyörgy K., Farkas J., Zilahy D., Mervó B., Reindl A., Ágoston C., Kertész A., Harmath E. Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 2011, vol. 43, issue 3, pp. 814–825.

Voiskunskii A. E., Avetisova A. A. Traditsionnye i sovremennye issledovaniia igrovogo povedeniia [Traditional and modern studies of game behavior]. Metodologiia i istoriia psikhologii [Metodology and history of psychology], 2009, vol 4, issue 4. Available at: http://mhp-journal.ru/rus/2009_v4_n4_07 (accessed 6.12.2015). (In Russian)

Kheizinga I. Homo Ludens. Stat'i po istorii kul'tury [Homo ludens. Articles on the history of culture]. Moscow, Progress-Traditsiia Publ., 1997. Available at: http://anna-ganzha.narod.ru/huizinga_homo_ludens. pdf (accessed 1.03.2016). (In Russian)

Bartle R. A. Designing Virtual Worlds. Indianapolis, IN: New Riders Publishing, 2003. 768 p.

Yee N. The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence-Teleoperators and Virtual Environments, 2006, vol. 15, pp. 309– 329.

Csikszentmihalyi M. Flow: The psychology of optimal experience. New York, Harper and Row., 1990. Available at: http://www.bates.edu/purposeful-work/fi les/2015/03/Csikszenthmihalyi-1990.pdf (accessed 6.12.2015).

Voiskounsky A., Wang S. Flow Experience While Computer Gaming: Empirical Study. Open Journal of Social Sciences, 2014, vol. 2, pp. 1–6.

Lafreniure M.-A. K. Verner-Filion J., Vallerand R. J. Development and validation of the Gaming Motivation Scale (GAMS). Personality and Individual Differences, 2012, vol. 53, pp. 827–831.

Deci E. L., Ryan R. M. A motivational approach to self: integration in personality. Perspectives on motivation. Nebraska symposium on motivation. Ed. by R. Dienstbier. Lincoln, NE.: University of Nebraska Press, 1991, vol. 38, pp. 237–288.

Przybylski A. K., Ryan R. M., Rigby C. S. (2009). Th e motivating role of violence in video games. Personality and Social Psychology Bulletin, 2009, vol. 35, issue 2, pp. 243–259.

Gordeeva T. O. Teoriia samodeterminatsii: nastoiashchee i budushchee. Ch. 1: Problemy razvitiia teorii [Self-determination theory: present and future. Part 1: The problems of theory development]. Psikhologicheskie issledovaniia [Psychological Studies], 2010, no. 4(12). Available at: http://psystudy.ru/index. php/num/2010n4-12/343-gordeeva12.html (accessed 6.12.2015). (In Russian)

Published

2016-08-01

How to Cite

Иванова, Н. А., Артемов, А. В., Волохонский, В. Л., & Дубик, С. В. (2016). Оnline gaming motivation according to Self-Determination Theory (SDT). Vestnik of Saint Petersburg University. Psychology, (2), 47–58. Retrieved from https://psyjournal.spbu.ru/article/view/3784

Issue

Section

General psychology, personality psychology, history of psychology