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A Psychological
Approach to
Video Game Enjoyment
Irem Gokce Yildirim
Why do we go to the movies?
(Münsterberg, 1915)
Source: Gifmania
2
Why do we play video games?
(Ryan, Rigby & Przybylski, 2006)
Source: istockimg
3
Why do we continue popping bubbles till
3 AM in the morning?
Source: Candy Crush Is So Addictive That This Man Didn’t Notice He Tore A Tendon,
Retrieved from http://www.huffingtonpost.com/2015/04/14/tendon-tear-candy-crush_n_7062942.html
4
$11.1 billion
US/Canada box office in 2015
Source: Theatrical Market Statistics - Motion Picture Association of America
$1.32 billion
US/Canada tickets sold in 2015
5
$15.4 billionU.S. Computer and Video Game Sales
155 millionAmericans play video games
Source: ESA-Essential Facts about Video and Computer Game Industry-2015
6
39% 40% 47%
Gamers who are playing more video games than
they did three years ago are spending less time:
Source: ESA-Essential-Facts-2015
Games provide more value for their money
(47%) compared to DVDs (28%), music (12%)
and going to movies (14%)
watching TV going to the
movies
watching movies
at home
7
OUTLINE
Media Enjoyment
Motivations Behind Gaming
Related Work
Current Study
Conclusion and Future Work
“
Media Enjoyment
The hedonism hypothesis assumes that
people are more motivated toward
experiences that maximize pleasant situations
and moods.
(Mood Management Theory; Zillmann, 1988), as cited in (Bostan, 2009, p.2)
9
Media Enjoyment
passive observer active participant
watching
movie
playing
video game
PARTICIPATION
CONNECTION
absorption immersion
(Pine & Gilmore, 1999, p.102)
10
“Some might see this as the same kind of escapism one finds
in an hour of television or a good movie. But it’s significant
that in games we are not merely watching someone else’s
creation—we more directly become the hero. In game
worlds, we take actions and make decisions that can often
satisfy important and basic needs more powerfully because
they follow from our agency. If I feel good because the
actor in a movie helped someone, that’s great. But how
much more powerful it feels when it was I who took action
and directly received the gratitude from someone who
appreciated my actions.
(Ryan & Rigby, Glued to Games, 2011, p.62)
Media Enjoyment
11
“In the movies, Superman melts cars with his heat vision;
in video games, you can melt cars with your heat
vision. The agency for what happens in film and books
belongs to the characters, or more fundamentally to
the author or writer. You’re just along for the ride. But
in a well-developed video game, agency shifts to you
as the primary actor, and the action is brought
directly under your control. That shift is what increases
the psychological impact games can have compared
to other media.
(Ryan & Rigby, Glued to Games, 2011, p.7)
Media Enjoyment
12
Motivations Behind Gaming
▧ Players play games for "FUN" (KOCCA, 2013)
▧ Enjoyment Models and Engagement Factors
○ Mechanics/Dynamics/Aesthetics (MDA) (Hunicke,
LeBlanc & Zubek, 2004)
○ Achievement/Social/Immersion (Yee, 2007)
○ GameFlow (Sweetser & Wyeth, 2005)
▧ Psychological Approach
○ Self-Determination Theory (SDT) (Ryan & Deci, 2000)
13
Self-Determination Theory (SDT) is a
well-formulated framework of self-initiated and
autonomous actions.
▧ Intrinsic Motivation: intrinsic appeal of the activity
itself, based on one’s own interest
○ no external pressure, rewards, punishment or
introjected controls (avoiding guilt or anxiety)
▧ Basic Psychological Needs
○ Autonomy : having control over actions
○ Competence : self-efficacy and mastery
○ Relatedness : meaningful connection with others
Motivations Behind Gaming
(Ryan & Deci, 2000)
14
Motivational Pull of
Video Games
(SDT Approach)
(Ryan, Rigby & Przybylski, 2006)
15
Defining media enjoyment
as the satisfaction of intrinsic needs
Autonomy Competence Relatedness
Opportunities for action
Freedom
Make your own decisions
Do what interests you
Mastering skills
Challenges
Achievement goals
Rewards
Feedbacks
Multiplayer support
Feelings of attachment
Sharing
Caring
Self-presence(Tamborini et. al., 2010)
16
Autonomy
Identity customization
Chose what you pursue
Volitional choices of goals
Flexibility over movement
Heroic narrative
Informative rewards
Limitless resources
Replayability
17
Competence
Context for challenges
Optimal challenge-skill balance
Performance feedback
Achievements
Heroic abilities
Intuitive controls
18
Relatedness
Competitive and
Cooperative Gameplay
Social Network Integration
Web Forums
Chat channels
19
Motivations Behind Gaming
▧ Player Experience of Need Satisfaction
(PENS)
○ Player Enjoyment scale based on Basic
Psychological Need Satisfaction
▧ Motivational Outcomes
○ Intrinsic Motivation
○ Enjoyment
○ Well-being (Vitality, Self-esteem, Mood)
○ Preference for Future Play
○ Continued play
(Ryan, Rigby & Przybylski, 2006)
20
“Readily availability of games, consistency
between expectations and outcomes in
games and intensive exposition of all three
needs are some key characteristics of
motivational power of video games.
(Ryan & Rigby, Glued to Games, 2011, pp. 102-105)
Motivations Behind Gaming
21
Game
Design
Element
Autonomy Competence Relatedness Outcomes Study
Avatar
customization
, donation and
dialog choices
Enjoyment,
Motivation for
future play,
efforts to play,
self-efficacy
Peng, Lin,
Pfeiffer &
Winn, 2012
Intuitive
Controls
Enjoyment
Tamborini,
Bowman,
Eden,
Grizzard &
Organ, 2010
Related Work
Studies manipulating some game design elements for basic need satisfactions:
22
Game
Design
Element
Autonomy Competence Relatedness Outcomes Study
Dynamic
difficulty
adjustment,
heroism
meter,
achievement
badges
Enjoyment,
Motivation
for future
play, efforts
to play,
self-efficacy
Peng, Lin,
Pfeiffer &
Winn, 2012
Game
Difficulty
Enjoyment
Schmierbach,
Chung, Wu &
Kim, 2014
Multiplayer
dynamic
difficulty
adjustment
Enjoyment
and
Performance
Baldwin,
Johnson &
Wyeth, 2014
Related Work
23
Game Design
Element
Autonomy Competence Relatedness Outcomes Study
Co-playing Enjoyment
Tamborini,
Bowman,
Eden,
Grizzard &
Organ, 2010
Points, Levels,
Leaderboards
(Gamification)
Performance
Mekler,
Brühlmann,
Opwis &
Tuch, 2013
Avatar
Customization
-
Performance,
Immersion,
Enjoyment
Dennie, 2012
Related Work
24
Current Study
▧ Time Pressure : one of the ten ingredients of great
games (Deterding et al., 2011)
▧ Aim: Reveal the relationship between time pressure
and basic need satisfaction of Autonomy and Competence)
25
Hypotheses
H1A: Time pressure will
diminish Autonomy
▧ feeling of being under
control
▧ absence of choices
▧ reduction of decision time
H1B: Time pressure will
diminish Competence
▧ time limit is a challenge itself
▧ using skills ineffectively with
shortened decision making
▧ decrease in self-efficacy with
failures
Current Study
H2: Time pressure will
diminish Intrinsic Motivation
▧ direct relation with autonomy
and competence [28]
▧ deadlines have undermining
effects on intrinsic motivation
[3, 16, 10]
H3: Time pressure will
diminish Flow
▧ having control over actions
(autonomy)
▧ time limit as a challenge should
be balanced with skills
(competence) [25, 34]
Other hypotheses are based on the mediating
effects of autonomy and competence [28, 33, 31]
26
Current Study
H4:
Time pressure will
diminish Engagement
▧ shorter time limits
leads disengagement
[20]
▧ decrease in
self-interest and
self-efficacy
H5:
Time pressure will
diminish Performance
▧ decisions made under
time pressure apt to
be wrong [18, 4, 25]
▧ making effective
strategies is very hard
under time pressure
[19]
▧ performance
decreases [20]
▧ Positive correlation
between competence
and performance
[21,16]
H6:
Time pressure will
diminish overall
Enjoyment
▧ Intrinsic Motivation
[28], Flow [32],
Engagement [7]
and Performance
[36, 17] are
associated with
enjoyment
27
Current Study
▧ Contribution of the Study
○ Motivation through game design elements
○ Specific game element contribution to the
corresponding need satisfactions
○ Relationship with other outcomes (Flow,
Engagement, Performance and Enjoyment)
○ Utilizing game elements to make better
games
28
Current Study
Method:
▧ The Experiment:
○ Between Subject Experiment
○ Two Conditions:
■ Control (Time Limit OFF)
■ Experimental Group (Time Limit ON, 120 sec.)
▧ Participants:
○ n = 106, 69 male; 37 female
○ Undergraduates and graduate students from
Middle East Technical University (METU)
○ from Psychology Department and Informatics
Institute graduate programs
29
Current Study
Method:
▧ Measures:
Accessed through SurveyMonkey, 7-point Likert scale
○ Demographics and Game Play Questionnaire
○ Manipulation Check Scale (Time Limit Realization,
Perceived Time Pressure and Task Difficulty)
○ PENS Scale
■ In-Game Autonomy ( = .88)
■ In-Game Competence ( = .83)
○ Intrinsic Motivation Inventory (IMI) ( = .83)
○ GameFlow Scale ( = .88)
○ Engagement Scale ( = .76)
○ Game Play Data (for Performance)
30
Current Study
Method:
▧ Procedure:
○ Pre-Lab
■ Demographics and Game Play Questionnaire
○ Lab Session
■ Game Play session at the Lab, ~2 min.
■ Post-Questionnaire at the Lab, ~10 min.
31
Current Study
Method:
▧ Target Game:
○ 3D Shooter (“Survival Shooter"
by Unity Technologies)
■ Not well-known but highly
ranked in the Unity 3D’s
Asset Store
(to engage in 2 min.)
○ audio-visually immersive, not
complex, intuitively controlled
○ open-world kind (ensuring
different game completion
times)
32
Current Study
Method:
▧ Target Game:
33
Current Study
34
Current Study
Method:
▧ Target Game and Basic Need Satisfaction
○ Autonomy Supportive Elements
■ freedom (open-world kind)
■ make your own decisions (choose whichever enemy to kill)
■ strategy (choose how to kill the enemies)
■ meaningful narrative
○ Competence Supportive Elements
■ audio-visual performance feedback (granular - taking
damage and cumulative - health bar, remaining enemy
number)
■ intuitive controls
■ optimal challenge
● the amount of damages of both the player and the
enemies take
● obstacle rich environment
35
Current Study
Results
▧ Time limit manipulation created a significant difference in
perceived time pressure between two conditions
▧ Since perceived task difficulty was not significantly different, the
presence of a confounding variable was ruled out
36
Results
▧ Players who were subjected to time pressure experienced more
flow than the participants in the control group
Current Study
37
Current Study
Results
▧ Subgroups Emerged in the Experimental Groups
○ “Out-of-health” : participants whose avatars that died because of
losing health
○ “Out-of-time”: participants who could not complete the given task
in the game in the specified time-limit (for experimental condition
only)
○ “Success”: participants successfully achieved the task regardless
of the condition to which they were assigned
38
Current Study
Results
▧ Comparison of Subgroups in all the Experimental
Groups
○ Significant differences in perceived time pressure,
flow, and engagement between three groups
39
Current Study
Results
▧ Correlation between Dependant Variables
○ Positive correlation between competence and performance
40
Current Study
Discussion
▧ Players experienced more Flow and Engagement with time limit
even though they failed in the game because of time limit (this was
quite the opposite of what was expected!)
○ Zeigarnik effect (Zeigarnik, 1938): interrupted or unfinished
tasks take people’s attention until they are finished
41
Current Study
Discussion
▧ Players experienced more Flow and Engagement with time limit
even though they failed in the game because of time limit (this was
quite the opposite of what was expected!)
○ time limit optimization (in terms of challenge-skill balance)
within the pilot study conducted before the experiment might
have resulted in an increase in flow in the experimental group
42
Current Study
Discussion
▧ Players experienced more Flow and Engagement with time limit
even though they failed in the game because of time limit (this was
quite the opposite of what was expected!)
○ The effect of uncertainty of outcome might also have been
effective in the higher flow and engagement in the
experimental group (Abuhamdeh, Csikszentmihalyi & Jalal, 2015)
43
Current Study
Discussion
▧ Competence and Performance approached significance between
out of time and successful experimental subgroups, (p = .10, p =
.11, respectively)
44
Current Study
Discussion
▧ Competence and Performance increases with time limit; however,
if perceived time pressure increases under that time limit, it starts
to diminish them
▧ Zeigarnik effect (for the increase), drop in self-efficacy and failures
in achieving the goal in the given time limit (for the decrease)
45
Current Study
Discussion
▧ Inverted-U relationship between competence (and performance)
and time pressure as a challenge [20]
▧ Change in autonomy (increased) and competence (decreased)
oppositely in the experimental group as time pressure increased
46
Current Study
Participants
▧ Sample size
▧ More game play
experience (6 of
100, hardcore
gamers)
▧ Wide distribution
of age (86 of
101, 20-26)
▧ Experience with
wide range of
game genres
Game Genre Effect
▧ Time limit in 3D
shooter game is
unusual
▧ Mastering
controls under
time pressure
Other Need Satisfaction
Supportive Game
Elements
▧ Isolated game
features may not be
very effective in
facilitating motivation
[9]
▧ No options, character
customization,
mastery of skills,
recovery choices to
support autonomy
and competence
Limitations
47
▧ Groundwork for a series of studies investigating the effects of
time pressure on need satisfaction and user experience
outcomes
▧ Players’ flow and engagement increases with time pressure
○ Implementation of time limit in games (e.g. in quests) may increase
immersion
▧ An indication of curvilinear relationship between time pressure
as a challenge and competence and performance
○ There may be an intermediate level of perceived time pressure (as a
challenge) provided by time limit mechanics which results in maximum
competence and performance accompanied by flow and engagement
○ Positive outcomes such as flow, engagement and performance may
be explained from the perspective of basic need satisfaction
Conclusion and Future Work
48
Conclusion
▧ A factorial design may be conducted to observe the
effects of different time limits
○ With an optimal level of time pressure, autonomy,
competence and other outcomes may be facilitated
▧ Additional scale items to measure Zeigarnik effect
and the feeling of failure (and the need for replay
triggered by this failure)
▧ Interrelations between game design elements to
facilitate the need satisfactions (e.g. time limit with
achievements, mastering skills, scores, co-play)
Conclusion and Future Work
49
Future Work
▧ A formulation of need satisfactions for a wide range of
game genres [29] with a wide range of individual game
design elements
Conclusion and Future Work
Autonomy Competence RelatednessM: any “Game Mechanics”
e.g. avatar customization, time limit, badges, options, multiplayer support, etc.
50
Future Work
EnjoymentAutonomy Competence
Relatedness
Conclusion and Future Work
▧ A design heuristics as a guideline based on psychological
satisfaction to make better games
51
Future Work
Thanks!
Any questions?
You can find me at:
iremgokceyildirim.com
yildiri4@msu.edu
52
Special thanks to my advisor Assoc. Prof. Dr. Ahmet Uysal.
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56
APPENDIX-1
PENS Scale
▧ In-Game Autonomy Scale
○ The game provides me with interesting options and
choices
○ The game lets you do interesting things
○ I experienced a lot of freedom in the game
▧ In-Game Competence Scale
○ I feel competent at the game.
○ I feel very capable and effective when playing.
○ My ability to play the game is well matched with the
game’s challenges.
(Dennie, 2012; Peng et al., 2012; Ryan, Rigby & Przybylski, 2006)
57
APPENDIX-2
(Retrieved from http://selfdeterminationtheory.org/intrinsic-motivation-inventory/)
IMI Scale
▧ Interest/Enjoyment
○ I enjoyed doing this activity very much.
○ This activity was fun to do.
○ I thought this was a boring activity. ®
○ This activity did not hold my attention at all. ®
○ I would describe this activity as very interesting.
○ I thought this activity was quite enjoyable.
○ While I was doing this activity, I was thinking about how much I enjoyed it.
▧ Effort/Importance
○ I put a lot of effort into this.
○ I tried very hard on this activity.
○ It was important to me to do well at this task.
▧ Pressure/Tension
○ I felt very tense while doing this activity.
○ I was very relaxed in doing these. (R)
○ I was anxious while working on this task.
○ I felt pressured while doing these.
58
APPENDIX-3
(Sweetser & Wyeth, 2005; Fu, Su & Yu, 2009)
GameFlow Scale (Immersion)
▧ Players should become less aware of their surroundings
▧ Players should become less self-aware and less worried about
everyday life or self
▧ Players should experience an altered sense of time
▧ Players should feel emotionally involved in the game
▧ Players should feel viscerally involved in the game
EGameFlow Scale (Immersion)
▧ I become unaware of my surroundings while playing the game
▧ I temporarily forget worries about everyday life while playing the
▧ game
▧ I experience an altered sense of time
▧ I feel emotionally involved in the game
▧ I feel viscerally involved in the game
59
APPENDIX-4
(Brockmyer, et al., 2009)
Engagement Scale
▧ I feel scared.
▧ I lose track of where I am.
▧ I feel different.
▧ I feel spaced out.
▧ The game feels real.
▧ I get wound up.
▧ I play without thinking how to play.
▧ Playing makes me feel calm.
▧ Things seem to happen automatically.
▧ My thoughts go fast.
60
APPENDIX-4
Gameplay Data
▧ Completion Status: game-end condition of game play (one of the
variables below) depending on the achievement of the goal
○ Successful: if the player completes the game successfully by
achieving the goal
○ Out of Time: if the player couldn’t achieve the goal in the given
time in the experimental condition
○ Out of Health: if the player lose his health completely and die in
gameplay
▧ Spent Time: gameplay duration
▧ Remaining Enemy: the number of left enemy at the time game ends
▧ Remaining Health: players’ left health (over 100) at the time game
ends
▧ Distance to Target: the left distance to the target at the time game
ends
61

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A Psychological Approach to Video Game Enjoyment

  • 1. A Psychological Approach to Video Game Enjoyment Irem Gokce Yildirim
  • 2. Why do we go to the movies? (Münsterberg, 1915) Source: Gifmania 2
  • 3. Why do we play video games? (Ryan, Rigby & Przybylski, 2006) Source: istockimg 3
  • 4. Why do we continue popping bubbles till 3 AM in the morning? Source: Candy Crush Is So Addictive That This Man Didn’t Notice He Tore A Tendon, Retrieved from http://www.huffingtonpost.com/2015/04/14/tendon-tear-candy-crush_n_7062942.html 4
  • 5. $11.1 billion US/Canada box office in 2015 Source: Theatrical Market Statistics - Motion Picture Association of America $1.32 billion US/Canada tickets sold in 2015 5
  • 6. $15.4 billionU.S. Computer and Video Game Sales 155 millionAmericans play video games Source: ESA-Essential Facts about Video and Computer Game Industry-2015 6
  • 7. 39% 40% 47% Gamers who are playing more video games than they did three years ago are spending less time: Source: ESA-Essential-Facts-2015 Games provide more value for their money (47%) compared to DVDs (28%), music (12%) and going to movies (14%) watching TV going to the movies watching movies at home 7
  • 8. OUTLINE Media Enjoyment Motivations Behind Gaming Related Work Current Study Conclusion and Future Work
  • 9. “ Media Enjoyment The hedonism hypothesis assumes that people are more motivated toward experiences that maximize pleasant situations and moods. (Mood Management Theory; Zillmann, 1988), as cited in (Bostan, 2009, p.2) 9
  • 10. Media Enjoyment passive observer active participant watching movie playing video game PARTICIPATION CONNECTION absorption immersion (Pine & Gilmore, 1999, p.102) 10
  • 11. “Some might see this as the same kind of escapism one finds in an hour of television or a good movie. But it’s significant that in games we are not merely watching someone else’s creation—we more directly become the hero. In game worlds, we take actions and make decisions that can often satisfy important and basic needs more powerfully because they follow from our agency. If I feel good because the actor in a movie helped someone, that’s great. But how much more powerful it feels when it was I who took action and directly received the gratitude from someone who appreciated my actions. (Ryan & Rigby, Glued to Games, 2011, p.62) Media Enjoyment 11
  • 12. “In the movies, Superman melts cars with his heat vision; in video games, you can melt cars with your heat vision. The agency for what happens in film and books belongs to the characters, or more fundamentally to the author or writer. You’re just along for the ride. But in a well-developed video game, agency shifts to you as the primary actor, and the action is brought directly under your control. That shift is what increases the psychological impact games can have compared to other media. (Ryan & Rigby, Glued to Games, 2011, p.7) Media Enjoyment 12
  • 13. Motivations Behind Gaming ▧ Players play games for "FUN" (KOCCA, 2013) ▧ Enjoyment Models and Engagement Factors ○ Mechanics/Dynamics/Aesthetics (MDA) (Hunicke, LeBlanc & Zubek, 2004) ○ Achievement/Social/Immersion (Yee, 2007) ○ GameFlow (Sweetser & Wyeth, 2005) ▧ Psychological Approach ○ Self-Determination Theory (SDT) (Ryan & Deci, 2000) 13
  • 14. Self-Determination Theory (SDT) is a well-formulated framework of self-initiated and autonomous actions. ▧ Intrinsic Motivation: intrinsic appeal of the activity itself, based on one’s own interest ○ no external pressure, rewards, punishment or introjected controls (avoiding guilt or anxiety) ▧ Basic Psychological Needs ○ Autonomy : having control over actions ○ Competence : self-efficacy and mastery ○ Relatedness : meaningful connection with others Motivations Behind Gaming (Ryan & Deci, 2000) 14
  • 15. Motivational Pull of Video Games (SDT Approach) (Ryan, Rigby & Przybylski, 2006) 15
  • 16. Defining media enjoyment as the satisfaction of intrinsic needs Autonomy Competence Relatedness Opportunities for action Freedom Make your own decisions Do what interests you Mastering skills Challenges Achievement goals Rewards Feedbacks Multiplayer support Feelings of attachment Sharing Caring Self-presence(Tamborini et. al., 2010) 16
  • 17. Autonomy Identity customization Chose what you pursue Volitional choices of goals Flexibility over movement Heroic narrative Informative rewards Limitless resources Replayability 17
  • 18. Competence Context for challenges Optimal challenge-skill balance Performance feedback Achievements Heroic abilities Intuitive controls 18
  • 19. Relatedness Competitive and Cooperative Gameplay Social Network Integration Web Forums Chat channels 19
  • 20. Motivations Behind Gaming ▧ Player Experience of Need Satisfaction (PENS) ○ Player Enjoyment scale based on Basic Psychological Need Satisfaction ▧ Motivational Outcomes ○ Intrinsic Motivation ○ Enjoyment ○ Well-being (Vitality, Self-esteem, Mood) ○ Preference for Future Play ○ Continued play (Ryan, Rigby & Przybylski, 2006) 20
  • 21. “Readily availability of games, consistency between expectations and outcomes in games and intensive exposition of all three needs are some key characteristics of motivational power of video games. (Ryan & Rigby, Glued to Games, 2011, pp. 102-105) Motivations Behind Gaming 21
  • 22. Game Design Element Autonomy Competence Relatedness Outcomes Study Avatar customization , donation and dialog choices Enjoyment, Motivation for future play, efforts to play, self-efficacy Peng, Lin, Pfeiffer & Winn, 2012 Intuitive Controls Enjoyment Tamborini, Bowman, Eden, Grizzard & Organ, 2010 Related Work Studies manipulating some game design elements for basic need satisfactions: 22
  • 23. Game Design Element Autonomy Competence Relatedness Outcomes Study Dynamic difficulty adjustment, heroism meter, achievement badges Enjoyment, Motivation for future play, efforts to play, self-efficacy Peng, Lin, Pfeiffer & Winn, 2012 Game Difficulty Enjoyment Schmierbach, Chung, Wu & Kim, 2014 Multiplayer dynamic difficulty adjustment Enjoyment and Performance Baldwin, Johnson & Wyeth, 2014 Related Work 23
  • 24. Game Design Element Autonomy Competence Relatedness Outcomes Study Co-playing Enjoyment Tamborini, Bowman, Eden, Grizzard & Organ, 2010 Points, Levels, Leaderboards (Gamification) Performance Mekler, Brühlmann, Opwis & Tuch, 2013 Avatar Customization - Performance, Immersion, Enjoyment Dennie, 2012 Related Work 24
  • 25. Current Study ▧ Time Pressure : one of the ten ingredients of great games (Deterding et al., 2011) ▧ Aim: Reveal the relationship between time pressure and basic need satisfaction of Autonomy and Competence) 25
  • 26. Hypotheses H1A: Time pressure will diminish Autonomy ▧ feeling of being under control ▧ absence of choices ▧ reduction of decision time H1B: Time pressure will diminish Competence ▧ time limit is a challenge itself ▧ using skills ineffectively with shortened decision making ▧ decrease in self-efficacy with failures Current Study H2: Time pressure will diminish Intrinsic Motivation ▧ direct relation with autonomy and competence [28] ▧ deadlines have undermining effects on intrinsic motivation [3, 16, 10] H3: Time pressure will diminish Flow ▧ having control over actions (autonomy) ▧ time limit as a challenge should be balanced with skills (competence) [25, 34] Other hypotheses are based on the mediating effects of autonomy and competence [28, 33, 31] 26
  • 27. Current Study H4: Time pressure will diminish Engagement ▧ shorter time limits leads disengagement [20] ▧ decrease in self-interest and self-efficacy H5: Time pressure will diminish Performance ▧ decisions made under time pressure apt to be wrong [18, 4, 25] ▧ making effective strategies is very hard under time pressure [19] ▧ performance decreases [20] ▧ Positive correlation between competence and performance [21,16] H6: Time pressure will diminish overall Enjoyment ▧ Intrinsic Motivation [28], Flow [32], Engagement [7] and Performance [36, 17] are associated with enjoyment 27
  • 28. Current Study ▧ Contribution of the Study ○ Motivation through game design elements ○ Specific game element contribution to the corresponding need satisfactions ○ Relationship with other outcomes (Flow, Engagement, Performance and Enjoyment) ○ Utilizing game elements to make better games 28
  • 29. Current Study Method: ▧ The Experiment: ○ Between Subject Experiment ○ Two Conditions: ■ Control (Time Limit OFF) ■ Experimental Group (Time Limit ON, 120 sec.) ▧ Participants: ○ n = 106, 69 male; 37 female ○ Undergraduates and graduate students from Middle East Technical University (METU) ○ from Psychology Department and Informatics Institute graduate programs 29
  • 30. Current Study Method: ▧ Measures: Accessed through SurveyMonkey, 7-point Likert scale ○ Demographics and Game Play Questionnaire ○ Manipulation Check Scale (Time Limit Realization, Perceived Time Pressure and Task Difficulty) ○ PENS Scale ■ In-Game Autonomy ( = .88) ■ In-Game Competence ( = .83) ○ Intrinsic Motivation Inventory (IMI) ( = .83) ○ GameFlow Scale ( = .88) ○ Engagement Scale ( = .76) ○ Game Play Data (for Performance) 30
  • 31. Current Study Method: ▧ Procedure: ○ Pre-Lab ■ Demographics and Game Play Questionnaire ○ Lab Session ■ Game Play session at the Lab, ~2 min. ■ Post-Questionnaire at the Lab, ~10 min. 31
  • 32. Current Study Method: ▧ Target Game: ○ 3D Shooter (“Survival Shooter" by Unity Technologies) ■ Not well-known but highly ranked in the Unity 3D’s Asset Store (to engage in 2 min.) ○ audio-visually immersive, not complex, intuitively controlled ○ open-world kind (ensuring different game completion times) 32
  • 35. Current Study Method: ▧ Target Game and Basic Need Satisfaction ○ Autonomy Supportive Elements ■ freedom (open-world kind) ■ make your own decisions (choose whichever enemy to kill) ■ strategy (choose how to kill the enemies) ■ meaningful narrative ○ Competence Supportive Elements ■ audio-visual performance feedback (granular - taking damage and cumulative - health bar, remaining enemy number) ■ intuitive controls ■ optimal challenge ● the amount of damages of both the player and the enemies take ● obstacle rich environment 35
  • 36. Current Study Results ▧ Time limit manipulation created a significant difference in perceived time pressure between two conditions ▧ Since perceived task difficulty was not significantly different, the presence of a confounding variable was ruled out 36
  • 37. Results ▧ Players who were subjected to time pressure experienced more flow than the participants in the control group Current Study 37
  • 38. Current Study Results ▧ Subgroups Emerged in the Experimental Groups ○ “Out-of-health” : participants whose avatars that died because of losing health ○ “Out-of-time”: participants who could not complete the given task in the game in the specified time-limit (for experimental condition only) ○ “Success”: participants successfully achieved the task regardless of the condition to which they were assigned 38
  • 39. Current Study Results ▧ Comparison of Subgroups in all the Experimental Groups ○ Significant differences in perceived time pressure, flow, and engagement between three groups 39
  • 40. Current Study Results ▧ Correlation between Dependant Variables ○ Positive correlation between competence and performance 40
  • 41. Current Study Discussion ▧ Players experienced more Flow and Engagement with time limit even though they failed in the game because of time limit (this was quite the opposite of what was expected!) ○ Zeigarnik effect (Zeigarnik, 1938): interrupted or unfinished tasks take people’s attention until they are finished 41
  • 42. Current Study Discussion ▧ Players experienced more Flow and Engagement with time limit even though they failed in the game because of time limit (this was quite the opposite of what was expected!) ○ time limit optimization (in terms of challenge-skill balance) within the pilot study conducted before the experiment might have resulted in an increase in flow in the experimental group 42
  • 43. Current Study Discussion ▧ Players experienced more Flow and Engagement with time limit even though they failed in the game because of time limit (this was quite the opposite of what was expected!) ○ The effect of uncertainty of outcome might also have been effective in the higher flow and engagement in the experimental group (Abuhamdeh, Csikszentmihalyi & Jalal, 2015) 43
  • 44. Current Study Discussion ▧ Competence and Performance approached significance between out of time and successful experimental subgroups, (p = .10, p = .11, respectively) 44
  • 45. Current Study Discussion ▧ Competence and Performance increases with time limit; however, if perceived time pressure increases under that time limit, it starts to diminish them ▧ Zeigarnik effect (for the increase), drop in self-efficacy and failures in achieving the goal in the given time limit (for the decrease) 45
  • 46. Current Study Discussion ▧ Inverted-U relationship between competence (and performance) and time pressure as a challenge [20] ▧ Change in autonomy (increased) and competence (decreased) oppositely in the experimental group as time pressure increased 46
  • 47. Current Study Participants ▧ Sample size ▧ More game play experience (6 of 100, hardcore gamers) ▧ Wide distribution of age (86 of 101, 20-26) ▧ Experience with wide range of game genres Game Genre Effect ▧ Time limit in 3D shooter game is unusual ▧ Mastering controls under time pressure Other Need Satisfaction Supportive Game Elements ▧ Isolated game features may not be very effective in facilitating motivation [9] ▧ No options, character customization, mastery of skills, recovery choices to support autonomy and competence Limitations 47
  • 48. ▧ Groundwork for a series of studies investigating the effects of time pressure on need satisfaction and user experience outcomes ▧ Players’ flow and engagement increases with time pressure ○ Implementation of time limit in games (e.g. in quests) may increase immersion ▧ An indication of curvilinear relationship between time pressure as a challenge and competence and performance ○ There may be an intermediate level of perceived time pressure (as a challenge) provided by time limit mechanics which results in maximum competence and performance accompanied by flow and engagement ○ Positive outcomes such as flow, engagement and performance may be explained from the perspective of basic need satisfaction Conclusion and Future Work 48 Conclusion
  • 49. ▧ A factorial design may be conducted to observe the effects of different time limits ○ With an optimal level of time pressure, autonomy, competence and other outcomes may be facilitated ▧ Additional scale items to measure Zeigarnik effect and the feeling of failure (and the need for replay triggered by this failure) ▧ Interrelations between game design elements to facilitate the need satisfactions (e.g. time limit with achievements, mastering skills, scores, co-play) Conclusion and Future Work 49 Future Work
  • 50. ▧ A formulation of need satisfactions for a wide range of game genres [29] with a wide range of individual game design elements Conclusion and Future Work Autonomy Competence RelatednessM: any “Game Mechanics” e.g. avatar customization, time limit, badges, options, multiplayer support, etc. 50 Future Work
  • 51. EnjoymentAutonomy Competence Relatedness Conclusion and Future Work ▧ A design heuristics as a guideline based on psychological satisfaction to make better games 51 Future Work
  • 52. Thanks! Any questions? You can find me at: iremgokceyildirim.com yildiri4@msu.edu 52
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  • 57. APPENDIX-1 PENS Scale ▧ In-Game Autonomy Scale ○ The game provides me with interesting options and choices ○ The game lets you do interesting things ○ I experienced a lot of freedom in the game ▧ In-Game Competence Scale ○ I feel competent at the game. ○ I feel very capable and effective when playing. ○ My ability to play the game is well matched with the game’s challenges. (Dennie, 2012; Peng et al., 2012; Ryan, Rigby & Przybylski, 2006) 57
  • 58. APPENDIX-2 (Retrieved from http://selfdeterminationtheory.org/intrinsic-motivation-inventory/) IMI Scale ▧ Interest/Enjoyment ○ I enjoyed doing this activity very much. ○ This activity was fun to do. ○ I thought this was a boring activity. ® ○ This activity did not hold my attention at all. ® ○ I would describe this activity as very interesting. ○ I thought this activity was quite enjoyable. ○ While I was doing this activity, I was thinking about how much I enjoyed it. ▧ Effort/Importance ○ I put a lot of effort into this. ○ I tried very hard on this activity. ○ It was important to me to do well at this task. ▧ Pressure/Tension ○ I felt very tense while doing this activity. ○ I was very relaxed in doing these. (R) ○ I was anxious while working on this task. ○ I felt pressured while doing these. 58
  • 59. APPENDIX-3 (Sweetser & Wyeth, 2005; Fu, Su & Yu, 2009) GameFlow Scale (Immersion) ▧ Players should become less aware of their surroundings ▧ Players should become less self-aware and less worried about everyday life or self ▧ Players should experience an altered sense of time ▧ Players should feel emotionally involved in the game ▧ Players should feel viscerally involved in the game EGameFlow Scale (Immersion) ▧ I become unaware of my surroundings while playing the game ▧ I temporarily forget worries about everyday life while playing the ▧ game ▧ I experience an altered sense of time ▧ I feel emotionally involved in the game ▧ I feel viscerally involved in the game 59
  • 60. APPENDIX-4 (Brockmyer, et al., 2009) Engagement Scale ▧ I feel scared. ▧ I lose track of where I am. ▧ I feel different. ▧ I feel spaced out. ▧ The game feels real. ▧ I get wound up. ▧ I play without thinking how to play. ▧ Playing makes me feel calm. ▧ Things seem to happen automatically. ▧ My thoughts go fast. 60
  • 61. APPENDIX-4 Gameplay Data ▧ Completion Status: game-end condition of game play (one of the variables below) depending on the achievement of the goal ○ Successful: if the player completes the game successfully by achieving the goal ○ Out of Time: if the player couldn’t achieve the goal in the given time in the experimental condition ○ Out of Health: if the player lose his health completely and die in gameplay ▧ Spent Time: gameplay duration ▧ Remaining Enemy: the number of left enemy at the time game ends ▧ Remaining Health: players’ left health (over 100) at the time game ends ▧ Distance to Target: the left distance to the target at the time game ends 61