Psychologists at the University of Rochester, in collaboration with Immersyve, Inc., a virtual environment think tank, asked 1,000 gamers what motivates them to keep playing. The results published in the journal Motivation and Emotion this month suggest that people enjoy video games because they find them intrinsically satisfying.
"We think there's a deeper theory than the fun of playing," says Richard M. Ryan, a motivational psychologist at the University and lead investigator in the four new studies about gaming. Players reported feeling best when the games produced positive experiences and challenges that connected to what they know in the real world.
The research found that games can provide opportunities for achievement, freedom, and even a connection to other players. Those benefits trumped a shallow sense of fun, which doesn't keep players as interested.
"It's our contention that the psychological 'pull' of games is largely due to their capacity to engender feelings of autonomy, competence, and relatedness," says Ryan. The researchers believe that some video games not only motivate further play but "also can be experienced as enhancing psychological wellness, at least short-term," he says.
Ryan and coauthors Andrew Przybylski, a graduate student at the University of Rochester, and Scott Rigby, the president of Immersyve who earned a doctorate in psychology at Rochester, aimed to evaluate players' motivation in virtual environments. Study volunteers answered pre- and post-game questionnaires that were applied from a psychological measure based on Self-Determination Theory, a widely researched theory of motivation developed at the University of Rochester.
A Queen’s University study confirms that video-gamers feel more immersed and have more fun in virtual environments when they play with commercial eye tracking technology.
These “new controls” replace the mouse click as a means to allow players to interact more naturally with their digital environments.
"Eye tracking technology allows us to build interfaces that respond to users' intentions rather than just their actions. This makes computers feel more natural than ever before," says the study’s co-author David Smith a PhD candidate with Queen’s School of Computing.
First developed in the late 1960s the technology, already used by people with limited mobility, pilots, and market researchers, is increasingly attracting the interest of video-game companies.
This study, also authored by the School of Computing’s Associate Professor Nicholas Graham, showed that players enjoyed the way eye tracking enhanced their involvement in the role-playing game Neverwinter Nights. However, players still preferred to use the mouse to control games like Quake 2, a first-person shooter game, and Lunar Command, an action/arcade game.
Players overwhelmingly indicated an increased feeling of immersion in the gaming world when they played with the eye tracker – 83 percent of those playing Quake 2, 83 percent playing Neverwinter Nights, and 92 percent playing Lunar Command. Smith and Graham suggest this is due to an increased level of feedback, which is given even when the user makes subconscious eye movements.
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