research writing

6
Running Head: SELF-DETERMINATION THEORY ON GAMING MOTIVATION 1 Research Article Critique 2 Melissa Zajicek RIT Graduate Writing Strategies Dr. Poteat October 6 th , 2013

Upload: scott-kramer

Post on 20-Oct-2015

12 views

Category:

Documents


0 download

DESCRIPTION

Research

TRANSCRIPT

  • Running Head: SELF-DETERMINATION THEORY ON GAMING MOTIVATION 1

    Research Article Critique 2

    Melissa Zajicek

    RIT

    Graduate Writing Strategies

    Dr. Poteat

    October 6th, 2013

  • SELF-DETERMINATION THEORY ON GAMING MOTIVATION 2

    Summary

    When looking for research on gamification or video games in general, the majority of the

    literature available focuses on the negative effects of video games. Ryan, Rigby, & Przybylski

    (2006) study the positive side of video games, focusing on what motivates individuals in video

    games and the psychological factors of motivation in video games. The authors use the self-

    determination theory as their theoretical lens in video game motivation, which is a common

    theory that appears among many scholarly articles discussing motivation and gaming.

    Ryan, Rigby, & Przybylski (2006) discuss different types of players, and the different

    psychological needs these players are trying to satisfy through gaming. Killers, achievers,

    socializers, and explorers are all types of players looking for very different things in video

    games, and are motivated to play games differently. Video games need to appeal to all of these

    players to be successful. The cognitive evaluation theory (a theory of the self-determination

    theory) helps to explain different psychological factors for how players become intrinsically

    motivated through playing a game which are autonomy, competence, presence, and intuitive

    controls. The authors hypothesize that both in-game autonomy and in-game competence would

    be associated with a) heightened feelings of presence and the sense that controls are intuitive;

    and b) greater enjoyment and preference for future play (Ryan, Rigby, & Przybylski, 2006,

    p.352).

    The authors did four studies in a linear fashion. The fourth study was unique since it

    analyzed a different sample, a different type of game, and some different factors. Psychological

    results were concluded by the end of the study and the hypothesis was supported, but many more

    factors appeared to motivate game-players than the researchers had originally predicted (Ryan,

    Rigby, & Przybylski, 2006).

  • SELF-DETERMINATION THEORY ON GAMING MOTIVATION 3

    Analysis

    Ryan, Rigby, & Przybylski (2006) clearly stated the theories used in their research. They

    used self-determination theory as their theoretical lens, and used cognitive evaluation theory and

    basic psychological theory to further explain their results. They also state their purpose in the

    introduction as two pieces: 1) how well self-determination theory applies to motivation in

    gaming, and 2) to investigate short-term effects on psychological well-being and the basic

    psychological needs gaming satisfies (Ryan, Rigby, & Przybylski, 2006, p.348). The authors also

    clearly explain what their hypothesis is for the entire study, as well as their predictions for each

    individual study.

    There are four different quantitative studies done to identify what motivates individuals

    to play video games. The first three studies focus on college undergraduates with a sample

    approximately 70 students (the number varies slightly between studies), who are offered a course

    credit to participate in the study. The students play different games and fill out a survey before

    and after playing which measure the players competence, autonomy, presence, intuitive

    controls, subjective vitality, self-esteem, mood, game enjoyment, continued play behavior, and

    preference for future play. The data is collected and analyzed from these surveys (Ryan, Rigby,

    & Przybylski, 2006).

    There are some possible biases in these studies such as that the individuals being tested

    may or may not have had prior experience with these games which would affect the outcome of

    the data, and these individuals were all in a laboratory setting. Therefore, to remove bias, Ryan,

    Rigby, & Przybylski (2006) decided to study an online community of 730 individuals to measure

    the motivational factors of massive-multiplayer online environments (MMOs). The hypothesis

    for this study was that in addition to in-game feelings of autonomy and competence, motivation

  • SELF-DETERMINATION THEORY ON GAMING MOTIVATION 4

    to play MMOs would be associated with relatedness (Ryan, Rigby, & Przybylski, 2006, p.

    358). The results for the first three studies seemed to support the hypothesis, though there were

    more factors than originally predicted to support the hypothesis. The fourth study presented the

    idea that relatedness was a motivating factor; however the motivation depended on the context

    and was influenced by many other factors other than relatedness (Ryan, Rigby, & Przybylski,

    2006).

    The common themes of the studies were that females had a harder time with the interface

    of the games than males did, intuitive controls caused more game enjoyment, and that video

    games satisfied psychological needs (though these needs were different for different individuals).

    Though the data was incredibly in-depth and the researchers presented all of their information

    clearly, there are still some troublesome aspects to the article. Ryan, Rigby, & Przybylski (2006)

    note that their studies are not sufficient to explain motivational factors and psychological needs

    due to biases and factors that were not taken into account, and future studies should be done that

    focus on other factors such as using players with no past gaming experience and individuals who

    do have prior video game experience. The sample for the first three studies all consist of

    voluntary involvement and self-selected gameplay, which assumes the sample is not unbiased or

    randomly selected. Also, the games selected to test might bias the results, since every game is

    different, the games studied here alone would not be sufficient to explain motivational factors for

    all types of games. The researchers also acknowledge that different games may fulfill different

    psychological needs. The studies in the article only study the well-being of individuals in the

    short term, as opposed the common research of individuals well-being in the long-term (Ryan,

    Rigby, & Przybylski, 2006).

    Reflection

  • SELF-DETERMINATION THEORY ON GAMING MOTIVATION 5

    I chose this article because I am going to be studying motivation in gamification on

    young adults (generation Y in particular). This article uses the self-determination theory which I

    will be using as my theoretical lens, and focuses on the motivational side of video games instead

    of the negative effects. Ryan, Rigby, & Przybylski (2006) explained each individual

    psychological factor and how it related to their hypothesis which helped me decide what I

    needed and didnt need from the study. The researchers found important information that I would

    use to guide my research such as that the interface and controls of a video game has implications

    on motivation, mood, and self-esteem. Since the product I hope to create would affect both

    people who play games and those who do not play games, this article helped to understand the

    problems that those who do not play games face, and how they are or are not motivated by them.

    The key findings are very relevant to me and show things I previously hadnt thought

    about. This article would defiantly need other studies to back up the research since there were

    quite a bit of factors that were not taken into consideration, but the article gives me ideas on what

    to look for next and what types of research I should be looking into for my own research and

    literature review. Studies that take individual preferences into consideration and studies of game-

    players who did not have previous experience with these games would be valuable to look into to

    support this article or prove it wrong. I also would like to look at studies of motivation in

    gameplay that is more relevant to the game I would like to help create, since most of the games

    in this study are very different. However, what drew me to this article was study 4 on the

    multiplayer environment which was very helpful and insightful. This article set me on a path of

    what I should be looking for next as well as explored and defined the theoretical lens I plan to

    use in my research and how it relates to my topic.

  • SELF-DETERMINATION THEORY ON GAMING MOTIVATION 6

    References

    Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A

    self-determination theory approach. Motivation and Emotion, 30(4), 344-360. doi:

    http://dx.doi.org/10.1007/s11031-006-9051-8