skip to main content
research-article
Open Access

Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends

Published:06 October 2021Publication History
Skip Abstract Section

Abstract

In Motive Disposition Theory, the affiliation motive describes our need to form mutually satisfying bonds, whereas the power motive is the wish to influence others. To understand how these social motives shape play experience, we explore their relationship to Self-Determination Theory and Flow Theory in League of Legends. We find that: higher intimacy motivation is associated with greater relatedness satisfaction, autonomy satisfaction, enjoyment, and the flow dimension of absorption; higher prosocial motivation with more effort invested and the flow dimension fluency of performance; and higher dominance motivation with lower relatedness satisfaction but higher competence satisfaction and increased flow in both dimensions. We demonstrate that in addition to being driven to satisfy universal needs, players also possess individualized needs that explain our underlying motives and ultimately shape our gaming preferences and experiences. Our results suggest that people do not merely gravitate towards need-supportive situations, but actively seek, change, and create situations based on their individualized motives.

References

  1. Philipp Alsleben. 2008. Das Bedürfnis nach Freiheit. Selbstintegration als viertes Basismotiv. [The Need for Autonomy. Self-integration as a Fourth Basic Motive]. VDM-Verlag, Saarbrücken.Google ScholarGoogle Scholar
  2. Philipp Alsleben and Julius Kuhl. 2011. Touching a person's essence: Using implicit motives as personal resources in counseling. In Handbook of motivational counseling: Motivating People for Change (2nd ed.), W. Miles Cox and Eric Klinger (eds.). Wiley, Chichester, UK, 109--131.Google ScholarGoogle Scholar
  3. Richard Bartle. 1996. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1). Retrieved August 17, 2017 from http://www.mud.co.uk/richard/hcds.htmGoogle ScholarGoogle Scholar
  4. Chris Bateman, Rebecca Lowenhaupt, and Lennart E. Nacke. 2011. Player Typology in Theory and Practice. Proceedings of DiGRA 2011 Conference: Think Design Play: 1--24.Google ScholarGoogle Scholar
  5. Ingrid R. Baum and Nicola Baumann. 2021. Arousing autonomy: A valid assessment of the implicit autonomy motive. Personality and Individual Differences 168: 110362. https://doi.org/10.1016/j.paid.2020.110362Google ScholarGoogle ScholarCross RefCross Ref
  6. Nicola Baumann, Reiner Kaschel, and Julius Kuhl. 2005. Striving for Unwanted Goals: Stress-Dependent Discrepancies Between Explicit and Implicit Achievement Motives Reduce Subjective Well-Being and Increase Psychosomatic Symptoms. Journal of Personality and Social Psychology 89, 5: 781--799. https://doi.org/10.1037/0022--3514.89.5.781Google ScholarGoogle ScholarCross RefCross Ref
  7. Nicola Baumann and Julius Kuhl. 2020. Nurturing your self: measuring and changing how people strive for what they need. The Journal of Positive Psychology: 1--12. https://doi.org/10.1080/17439760.2020.1805503Google ScholarGoogle ScholarCross RefCross Ref
  8. Anthony Bean and Gary Groth-Marnat. 2016. Video gamers and personality: A five-factor model to understand game playing style. Psychology of Popular Media Culture 5, 1: 27--38. https://doi.org/10.1037/ppm0000025Google ScholarGoogle ScholarCross RefCross Ref
  9. Joël Billieux, Martial Van Der Linden, Sophia Achab, Yasser Khazaal, Laura Paraskevopoulos, Daniele Zullino, and Gabriel Thorens. 2013. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior 29, 1: 103--109. https://doi.org/10.1016/j.chb.2012.07.021Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Max V. Birk, Maximilian A. Friehs, and Regan L. Mandryk. 2017. Age-Based Preferences and Player Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 157--170. https://doi.org/10.1145/3116595.3116608Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Max V. Birk, Dereck Toker, Regan L. Mandryk, and Cristina Conati. 2015. Modeling motivation in a social network game using player-centric traits and personality traits. In Proceedings of the 23rd International Conference on User Modeling, Adaptation, and Personalization, 18--30. https://doi.org/10.1007/978--3--319--20267--9_2Google ScholarGoogle ScholarCross RefCross Ref
  12. Richard E. Boyatzis. 1973. Affiliation Motivation. In Human motivation: A book of readings, David C. McClelland and Robert S. Steele (eds.). General Learning Corporation, Morristown, N.J., 252--276.Google ScholarGoogle Scholar
  13. Veronika Brandstätter, Julia Schüler, Rosa M. Puca, and Ljubica Lozo. 2013. Motivation und Emotion [Motivation and Emotion]. Springer, Berlin, Heidelberg.Google ScholarGoogle Scholar
  14. Florian Brühlmann, Philipp Baumgartner, Günter Wallner, Simone Kriglstein, and Elisa D. Mekler. 2020. Motivational Profiling of League of Legends Players. Frontiers in Psychology 1 https://doi.org/10.3389/fpsyg.2020.01307Google ScholarGoogle ScholarCross RefCross Ref
  15. Holger Busch and Jan Hofer. 2012. Self-regulation and milestones of adult development: Intimacy and generativity. Developmental Psychology 48, 1: 282--293. https://doi.org/10.1037/a0025521Google ScholarGoogle ScholarCross RefCross Ref
  16. Paul T. Costa and Robert R. McCrae. 1992. Revised NEO Personality Inventory (NEO PI-R) and NEO Five Factor Inventory. Professional Manual. Psychological Assessment Resources, Odessa, Fl.Google ScholarGoogle Scholar
  17. Mihaly Csikszentmihalyi. 1975. Beyond Boredom and Anxiety. Jossey-Bass, San Fransisco. https://doi.org/10.2307/2065805Google ScholarGoogle ScholarCross RefCross Ref
  18. Mihaly Csikszentmihalyi. 1990. Flow: The psychology of optimal experience. Harper & Row, New York.Google ScholarGoogle Scholar
  19. Lee Davis. 2020. How Riot Games Used Behavior Science to Curb League of Legends Toxicity. March 19.Google ScholarGoogle Scholar
  20. Edward L. Deci and Richard M. Ryan. 2000. The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry 11, 4: 37--41. https://doi.org/10.1207/S15327965PLI1104Google ScholarGoogle ScholarCross RefCross Ref
  21. Stefan Engeser and Thomas Langens. 2010. Mapping explicit social motives of achievement, power, and affiliation onto the five-factor model of personality. Scandinavian Journal of Psychology 51, 4: 309--318. https://doi.org/10.1111/j.1467--9450.2009.00773.xGoogle ScholarGoogle ScholarCross RefCross Ref
  22. Entertainment Software Association. 2019. Essential Facts about the computer and video game industry.Google ScholarGoogle Scholar
  23. Lindsay T. Graham, Samuel D. Gosling, Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2013. Personality Profiles Associated with Different Motivations for Playing World of Warcraft. Cyberpsychology, Behavior, and Social Networking 16, 3: 189--193. https://doi.org/10.1089/cyber.2012.0090Google ScholarGoogle ScholarCross RefCross Ref
  24. Frederik De Grove, Verolien Cauberghe, and Jan Van Looy. 2014. Development and Validation of an Instrument for Measuring Individual Motives for Playing Digital Games. Media Psychology 3269, December: 1--25. https://doi.org/10.1080/15213269.2014.902318Google ScholarGoogle ScholarCross RefCross Ref
  25. Juho Hamari and Janne Tuunanen. 2014. Player types: a meta-synthesis. Transactions of the Digital Games Research Association 1, 2: 29--53.Google ScholarGoogle ScholarCross RefCross Ref
  26. Kathrin Heser, Rainer Banse, and Roland Imhoff. 2015. Affiliation or power: What motivates behavior on social networking sites? Swiss Journal of Psychology 74, 1: 37--47. https://doi.org/10.1024/1421-0185/a000144Google ScholarGoogle ScholarCross RefCross Ref
  27. Jan Hofer, Holger Busch, Michael Harris Bond, Domingo Campos, Ming Li, and Ruby Law. 2010. The implicit power motive and sociosexuality in men and women: Pancultural effects of responsibility. Journal of Personality and Social Psychology 99, 2: 380--394. https://doi.org/10.1037/a0020053Google ScholarGoogle ScholarCross RefCross Ref
  28. Jill Hollembeak and Anthony J. Amorose. 2005. Perceived Coaching Behaviors and College Athletes' Intrinsic Motivation: A Test of Self-Determination Theory. Journal of Applied Sport Psychology 17, 1: 20--36. https://doi.org/10.1080/10413200590907540Google ScholarGoogle ScholarCross RefCross Ref
  29. Douglas N. Jackson. 1984. Personality Research Form. Sigma Assessment Systems, Port Huron, MI.Google ScholarGoogle Scholar
  30. Shih-Ping Jeng and Ching-I Teng. 2008. Personality and Motivations for Playing Online Games. Social Behavior and Personality: an international journal 36, 8: 1053--1060. https://doi.org/10.2224/sbp.2008.36.8.1053Google ScholarGoogle ScholarCross RefCross Ref
  31. Daniel Johnson, John Gardner, and Penelope Sweetser. 2016. Motivations for videogame play: Predictors of time spent playing. Computers in Human Behavior 63: 805--812. https://doi.org/10.1016/j.chb.2016.06.028Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Daniel Johnson, M. John Gardner, and Ryan Perry. 2018. Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ). International Journal of Human-Computer Studies 118: 38--46. https://doi.org/10.1016/j.ijhcs.2018.05.003Google ScholarGoogle ScholarCross RefCross Ref
  33. Daniel Johnson, Lennart E. Nacke, and Peta Wyeth. 2015. All about that Base. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15, 2265--2274. https://doi.org/10.1145/2702123.2702447Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Adam S. Kahn, Cuihua Shen, Li Lu, Rabindra A. Ratan, Sean Coary, Jinghui Hou, Jingbo Meng, Joseph Osborn, and Dmitri Williams. 2015. The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior 49: 354--361. https://doi.org/10.1016/j.chb.2015.03.018Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. John Kowal and Michelle S. Fortier. 1999. Motivational Determinants of Flow: Contributions from Self-Determination Theory. The Journal of Social Psychology 139, 3: 355--36 https://doi.org/10.1080/00224549909598391Google ScholarGoogle ScholarCross RefCross Ref
  36. Rachel Kowert. 2020. Dark Participation in Games. Frontiers in Psychology 11. https://doi.org/10.3389/fpsyg.2020.598947Google ScholarGoogle ScholarCross RefCross Ref
  37. Julius Kuhl. 1999. Der Motiv-Umsetzungs-Test (MUT) [The motive-enactment-test (MET)]. Unpublished questionnaire. University of Osnabrück, Osnabru?ck, Germany.Google ScholarGoogle Scholar
  38. Elizabeth Wyner Mark and Thelma G. Alper. 1980. Sex Differences In Intimacy Motivation. Psychology of Women Quarterly 5, 2: 164--169. https://doi.org/10.1111/j.1471--6402.1980.tb00952.xGoogle ScholarGoogle ScholarCross RefCross Ref
  39. Marcus Martens, Siqi Shen, Alexandru Iosup, and Fernando Kuipers. 2015. Toxicity detection in multiplayer online games. In 2015 International Workshop on Network and Systems Support for Games (NetGames), 1--6. https://doi.org/10.1109/NetGames.2015.7382991Google ScholarGoogle ScholarCross RefCross Ref
  40. Dan P. McAdams. 1980. A thematic coding system for the intimacy motive. Journal of Research in Personality 14, 4: 413--432. https://doi.org/10.1016/0092--6566(80)90001-XGoogle ScholarGoogle ScholarCross RefCross Ref
  41. Dan P. McAdams. 1992. The intimacy motive. In Motivation and Personality: Handbook of Thematic Content Analysis, Charles P. Smith (ed.). Cambridge University Press, Cambridge, 224--2 https://doi.org/doi:10.1017/CBO9780511527937.016Google ScholarGoogle ScholarCross RefCross Ref
  42. Dan P. McAdams, Sheila Healy, and Steven Krause. 1984. Social motives and patterns of friendship. Journal of Personality and Social Psychology 47, 4: 828--838. https://doi.org/10.1037/0022--3514.47.4.828Google ScholarGoogle ScholarCross RefCross Ref
  43. Dan P. McAdams and Joseph Powers. 1981. Themes of intimacy in behavior and thought. Journal of Personality and Social Psychology 40, 3: 573--587. https://doi.org/10.1037/0022--3514.40.3.573Google ScholarGoogle ScholarCross RefCross Ref
  44. Edward McAuley, Terry Duncan, and Vance V. Tammen. 1989. Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis. Research Quarterly for Exercise and Sport 60, 1: 48--58. https://doi.org/10.1080/02701367.1989.10607413Google ScholarGoogle ScholarCross RefCross Ref
  45. David C. McClelland. 1985. How motives, skills, and values determine what people do. American Psychologist 40, 7: 812--825. https://doi.org/10.1037/0003-066X.40.7.812Google ScholarGoogle ScholarCross RefCross Ref
  46. David C. McClelland. 1987. Human motivation. Cambridge University Press, New York.Google ScholarGoogle Scholar
  47. David C McClelland. 1973. The two faces of power. Human Motivation: A Book of Readings 24, 1: 300--316.Google ScholarGoogle Scholar
  48. David C. McClelland, John W. Atkinson, Russell A. Clark, and Edgar L. Lowell. 1953. The achievement motive. Appleton-Century-Crofts, East Norwalk, CT. https://doi.org/10.1037/11144-000Google ScholarGoogle ScholarCross RefCross Ref
  49. David C. McClelland, Richard Koestner, and Joel Weinberger. 1989. How do self-attributed and implicit motives differ? Psychological Review 96, 4: 690--702. https://doi.org/10.1037/0033--295X.96.4.690Google ScholarGoogle ScholarCross RefCross Ref
  50. Robert R. McCrae and Paul T. Costa. 1987. Validation of the five-factor model of personality across instruments and observers. Journal of Personality and Social Psychology 52, 1: 81--90. https://doi.org/10.1037/0022--3514.52.1.81Google ScholarGoogle ScholarCross RefCross Ref
  51. Lennart E. Nacke, Chris Bateman, and Regan L. Mandryk. 2014. BrainHex: A neurobiological gamer typology survey. Entertainment Computing 5, 1: 55--62. https://doi.org/10.1016/j.entcom.2013.06.002Google ScholarGoogle ScholarCross RefCross Ref
  52. Johan Y.Y. Ng, Chris Lonsdale, and Ken Hodge. 2011. The Basic Needs Satisfaction in Sport Scale (BNSSS): Instrument development and initial validity evidence. Psychology of Sport and Exercise 12, 3: 257--264. https://doi.org/10.1016/j.psychsport.2010.10.006Google ScholarGoogle ScholarCross RefCross Ref
  53. Tyler Pace, Shaowen Bardzell, and Jeffrey Bardzell. 2010. The rogue in the lovely black dress: Intimacy in world of warcraft. Conference on Human Factors in Computing Systems - Proceedings 1: 233--242. https://doi.org/10.1145/1753326.1753361Google ScholarGoogle ScholarDigital LibraryDigital Library
  54. Susanne Poeller, Nicola Baumann, and Regan L. Mandryk. 2020. Power Play?: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI'20: 1--13. https://doi.org/10.1145/3313831.3376193Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Susanne Poeller, Max V Birk, Nicola Baumann, and Regan L Mandryk. 2018. Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital Games. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI'18: 1--15. https://doi.org/10.1145/3173574.3173764Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. Susanne Poeller, Karla Waldenmeier, Nicola Baumann, and Regan L. Mandryk. 2021. Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI'21: 1-- https://doi.org/10.1145/3411764.3445084Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. Rabindra A. Ratan, Nicholas Taylor, Jameson Hogan, Tracy Kennedy, and Dmitri Williams. 2015. Stand by Your Man: An Examination of Gender Disparity in League of Legends. Games and Culture 10, 5: 438--462. https://doi.org/10.1177/1555412014567228Google ScholarGoogle ScholarCross RefCross Ref
  58. Falko Rheinberg, Regina Vollmeyer, and Stefan Engeser. FKS. Flow- Kurzskala [Flow Short Scale; Verfahrensdokumentation aus PSYNDEX Tests-Nr. 9004690, Fragebogen und Normtabelle]. In Leibniz-Zentrum für Psychologische Information und Dokumentation (ZPID). ZPID Testarchiv, Trier. https://doi.org/http://dx.doi.org/10.23668/psycharchives.2667Google ScholarGoogle ScholarCross RefCross Ref
  59. Falko Rheinberg, Regina Vollmeyer, and Stefan Engeser. 2003. Die Erfassung des Flow-Erlebens [The measurement of flow experience]. In Diagnostik von Motivation und Selbstkonzept [Diagnostics of motivation and self-concept], Joachim Stiensmeier-Pelster and Falko Rheinberg (eds.). Hogrefe, Göttingen, 261--279.Google ScholarGoogle Scholar
  60. Riot Games. 2009. League of Legends.Google ScholarGoogle Scholar
  61. Richard M. Ryan, C. Scott Rigby, and Andrew Przybylski. 2006. The motivational pull of video games: A self-determination theory approach. Motivation and Emotion 30, 4: 347--363. https://doi.org/10.1007/s11031-006--9051--8Google ScholarGoogle ScholarCross RefCross Ref
  62. Anja Schiepe-Tiska and Stefan Engeser. 2012. Flow in nonachievement situations. In Advances in flow research, Stefan Engeser (ed.). Springer, Heidelberg, Germany, 87--107.Google ScholarGoogle Scholar
  63. Felix D. Schönbrodt and Friederike X. R. Gerstenberg. 2012. An IRT analysis of motive questionnaires: The Unified Motive Scales. Journal of Research in Personality 46, 6: 725--74 https://doi.org/10.1016/j.jrp.2012.08.010Google ScholarGoogle ScholarCross RefCross Ref
  64. Julia Schüler, Nicola Baumann, Athanasios Chasiotis, Michael Bender, and Ingrid Baum. 2019. Implicit Motives and Basic Psychological Needs. Journal of Personality 87: 37--55.Google ScholarGoogle ScholarCross RefCross Ref
  65. Julia Schüler and Veronika Brandstätter. 2013. How basic need satisfaction and dispositional motives interact in predicting flow experience in sport. Journal of Applied Social Psychology 43, 4: 687--705. https://doi.org/10.1111/j.1559--1816.2013.01045.xGoogle ScholarGoogle ScholarCross RefCross Ref
  66. Julia Schüler, Veronika Brandstätter, and Kennon M. Sheldon. 2013. Do implicit motives and basic psychological needs interact to predict well-being and flow? Testing a universal hypothesis and a matching hypothesis. Motivation and Emotion 37, 3: 480--495. https://doi.org/10.1007/s11031-012--9317--2Google ScholarGoogle ScholarCross RefCross Ref
  67. Julia Schüler, Veronika Brandstätter, Mirko Wegner, and Nicola Baumann. 2015. Testing the convergent and discriminant validity of three implicit motive measures: PSE, OMT, and MMG. Motivation and Emotion 39, 6: 839--857. https://doi.org/10.1007/s11031-015--9502--1Google ScholarGoogle ScholarCross RefCross Ref
  68. Julia Schüler, Kennon M. Sheldon, and Stephanie M. Fröhlich. 2010. Implicit need for achievement moderates the relationship between competence need satisfaction and subsequent motivation. Journal of Research in Personality 44, 1: 1--12. https://doi.org/10.1016/j.jrp.2009.09.002Google ScholarGoogle ScholarCross RefCross Ref
  69. Julia Schüler, Kennon M. Sheldon, Mike Prentice, and Marc Halusic. 2016. Do Some People Need Autonomy More Than Others? Implicit Dispositions Toward Autonomy Moderate the Effects of Felt Autonomy on Well-Being. Journal of Personality 84, 1: 5--20. https://doi.org/10.1111/jopy.12133Google ScholarGoogle ScholarCross RefCross Ref
  70. Julia Schüler, Mirko Wegner, and Beat Knechtle. 2014. Implicit Motives and Basic Need Satisfaction in Extreme Endurance Sports. Journal of Sport and Exercise Psychology 36, 3: 293--30 https://doi.org/10.1123/jsep.2013-0191Google ScholarGoogle ScholarCross RefCross Ref
  71. Sezan Sezgin. 2020. Digital Player Typologies in Gamification and Game-Based Learning: A Meta-Synthesis. Bart?n University Journal of Faculty of Education 9, 1: 49--68. https://doi.org/10.14686/buefad.610524Google ScholarGoogle ScholarCross RefCross Ref
  72. Kennon M. Sheldon and Julia Schüler. 2011. Wanting, having, and needing: Integrating motive disposition theory and self-determination theory. Journal of Personality and Social Psychology 101, 5: 1106--1123. https://doi.org/10.1037/a0024952Google ScholarGoogle ScholarCross RefCross Ref
  73. Cuihua Shen, Qiusi Sun, Taeyoung Kim, Grace Wolff, Rabindra Ratan, and Dmitri Williams. 2020. Viral vitriol: Predictors and contagion of online toxicity in World of Tanks. Computers in Human Behavior 108: 106343. https://doi.org/10.1016/j.chb.2020.106343Google ScholarGoogle ScholarCross RefCross Ref
  74. Nektarios A. Stavrou. 2008. Intrinsic motivation, extrinsic motivation and amotivation: Examining self-determination theory from flow theory perspective. In New developments in the psychology of motivation, Filip M. Qlsson (ed.). Nova Science, 1--24.Google ScholarGoogle Scholar
  75. Felix Suessenbach, Steve Loughnan, Felix D. Schönbrodt, and Adam B. Moore. 2019. The Dominance, Prestige, and Leadership Account of Social Power Motives. European Journal of Personality 33, 1: 7--33. https://doi.org/10.1002/per.2184Google ScholarGoogle ScholarCross RefCross Ref
  76. Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2016. The Gamification User Types Hexad Scale. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16: 229--243. https://doi.org/10.1145/2967934.2968082Google ScholarGoogle ScholarDigital LibraryDigital Library
  77. Selen Türkay, Jessica Formosa, Sonam Adinolf, Robert Cuthbert, and Roger Altizer. 2020. See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, 1-- https://doi.org/10.1145/3313831.3376191Google ScholarGoogle ScholarDigital LibraryDigital Library
  78. April Tyack and Elisa Mekler. 2020. Self-Determination Theory in HCI Games Research: Current Uses and Open Questions. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376723Google ScholarGoogle ScholarDigital LibraryDigital Library
  79. Jason VandenBerghe. 2014. Keynote: Engines of Play. In CHI Play'14. Retrieved from https://chiplay.acm.org/2014/chiplay2014/keynotes/Google ScholarGoogle Scholar
  80. Joseph Veroff and Sheila Feld. 1970. Marriage and work in America: A study of motives and roles. Van Nostrand-Rineholt, NY.Google ScholarGoogle Scholar
  81. David G. Winter. 1973. The power motive. Free Press, New York.Google ScholarGoogle Scholar
  82. Maria M. Wong and Mihaly Csikszentmihalyi. 1991. Affiliation motivation and daily experience: Some issues on gender differences. Journal of Personality and Social Psychology 60, 1: 154--16 https://doi.org/10.1037/0022--3514.60.1.154Google ScholarGoogle ScholarCross RefCross Ref
  83. Nick Yee. 2006. Motivations of Play in MMORPGs - Results from a Factor Analytic Approach. CyberPsychology & Behavior 9, 6: 772--775. https://doi.org/10.1089/cpb.2006.9.772Google ScholarGoogle ScholarCross RefCross Ref
  84. Nick Yee. 2015. Quantic Foundry. Retrieved September 12, 2017 from http://quanticfoundry.com/#motivation-modelGoogle ScholarGoogle Scholar
  85. Ling Zhao, Yaobin Lu, Bin Wang, and Wayne Huang. 2011. What makes them happy and curious online? An empirical study on high school students' Internet use from a self-determination theory perspective. Computers & Education 56, 2: 346--356. https://doi.org/10.1016/j.compedu.2010.08.006Google ScholarGoogle ScholarDigital LibraryDigital Library
  86. Lara Ziegler. 2019. Top 10 Most Played MOBA Games (2019 Edition). Feb 14.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in

Full Access

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader