The second self: computers and the human spirit
The second self: computers and the human spirit
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
Mind at Play; The Psychology of Video Games
Mind at Play; The Psychology of Video Games
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Generating Ambient Behaviors in Computer Role-Playing Games
IEEE Intelligent Systems
Designing Virtual Worlds
Digital Game-Based Learning
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
The 'interactive' of interactive storytelling: customizing the gaming experience
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Motivating mobility: designing for lived motivation in stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring the value of purchasing online game items
Computers in Human Behavior
Did you notice? artificial team-mates take risks for players
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment
Proceedings of the 6th International Conference on Foundations of Digital Games
Motivations for Play in the UFractions Mobile Game in Three Countries
International Journal of Mobile and Blended Learning
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Although player motivation is one of the main concerns of computer gaming, research so far has been able to identify only a limited set of motives, which are not founded on formal theories of human motivation. Assuming that goal-directed behavior is triggered by the interaction between personal and environmental factors, this article aims to analyze a broader range of gaming motivations derived from basic human needs. The psychological needs investigated in this study are based on the psychogenic needs divided into six categories: materialism, power, affiliation, achievement, information, and sensual needs, defined by Murray [1938] in his extensive research. Since the present work defines motivation as a product of continuous interactions between players and the virtual world, each individual psychological need is briefly described in terms of the actions it provokes. In this context, this article is not concerned with why people play computer games but how they are motivated in the game. Detailed analysis of the conceptual components of player motivation focuses on matching each psychological need to common gaming situations in computer role-playing games (RPGs). Since this game genre provides interactive virtual environments capable of offering experiences analogous to real life, it is highly relevant to motivational studies. The relationship between motivational factors and gaming situations is discussed with examples from a recently released RPG, which takes place in a fantasy world full of social issues and conflicts, where players usually find themselves in situations that require a choice between the lesser of two evils. It is expected that the variables defined in this study should facilitate the design of computer games that satisfy a broader range of player motivations by providing ways to investigate the relationship between psychological needs and the gaming environment, while bearing in mind the basic components of goal-directed behavior.