intrinsic motivation

New entry in the Digiplay Games Research Bibliography:

Dickey, M. D. (2007)
Educational Technology Research and Development

Image of booksDuring the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and re-purposed for the design of educational materials. The purpose of this paper is to present an analysis of how the structure in massively multiple online role-playing games (MMORPGs) might inform the design of interactive learning and game-based learning environments by looking at the elements which support intrinsic motivation. Specifically, this analysis presents (a) an overview of the two primary elements in MMORPGs game design: character design and narrative environment, (b) a discussion of intrinsic motivation in character role-playing, (c) a discussion of intrinsic motivational supports and cognitive support of the narrative structure of small quests, and (d) a discussion of how the narrative structure of MMORPGs might foster learning in various types of knowledge. Read more...

New entry in the Digiplay Games Research Bibliography:

Ryan, R. M.; Rigby, C. S.; Przybylski, A. (2006)
Motivation and Emotion

Image of booksFour studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1-3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants' game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT's theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee's (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds. Read more...

New entry in the Digiplay Games Research Bibliography:

Medina,Eliana (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play

Image of booksInformation technologies have improved dramatically in the last decade, enhancing the potential of digital games to create realistic and engaging environments where players use different cognitive approaches to solve problems, such as, thinking outside of the box, collaborating in groups and searching for information. Unfortunately not all genres of digital games have taken advantage of the new technology and game design knowledge now available. Commercial and educational games have evolved in different ways. For instance, while the commercial game market has experienced continuous growth, the educational game market is almost non-existent. Users’ preference for commercial games indicates that people have different motivations for playing commercial games and for playing educational games. Motivation theories provide a framework to study how users engage with these games, so that designers can apply the best features of both computer applications to create powerful learning tools. Read more...

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