Self-Determination theory is a psychological model that deals with questions of human motivation and basic psychological needs. It is highly applicable to game design.
5. “
“It is by will alone I set my mind in
motion” - P. De Vries
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6. WHAT IS SELF-DETERMINATION THEORY?
A theoretic framework
A psychological theory of human motivation
and innate psychological needs
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7. HISTORY OF THE CONCEPT
The idea originated in 1970ies
Developed throughout the 1980ies and 1990ies
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Edward L. Deci
Professor of Psychology and Gowen
Professor in the Social Sciences at
the University of Rochester, and
director of human motivation
program
Richard Ryan
Professor at the Institute for
Positive Psychology and Education
at the Australian Catholic University
and a research professor at the
University of Rochester
8. WHY IS IT USEFUL?
Deals with inherent psychological needs
Discusses human motivation
Provides framework for understanding player
motivations
Player Experience of Needs Satisfaction (PENS)
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12. HIERARCHY OF NEEDS
Maslow’s hierarchy of needs
Self-actualization Theory
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ACTUALIZATION
Desire to be the best
version of oneself
ESTEEM
Freedom, self-esteem,
recognition, status
LOVE & BELONGING
Friendship, intimacy,
family, community
SAFETY
Personal security,
health, property,
resources...
PHYSICAL NEEDS
Air, water, food,
shelter, clothing...
13. PSYCHOLOGICAL NEEDS
AUTHONOMY
Desire to be causal
agents of one's own
life and act in
harmony with one's
integrated self.
COMPETENCE
Seek to control the
outcome of one’s
own actions and
experience mastery.
RELATEDNESS
Will to interact with,
be connected to,
and experience
caring for others.
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14. AUTONOMY
Self-Determination Theory uses a
very narrow definition of Autonomy
Willingly doing what you're doing
Endorse your own actions
Denial of autonomy is why slavery
feels so terrible
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15. WHAT AUTONOMY IS NOT
Autonomy is not freedom in a general sense
◦ Freedom is absence of constraints
Autonomy does not imply lack of demands
◦ It is about response to demands
Autonomy is not individualism
◦ It exists in cultures that are not individualistic in nature
Autonomy does not equal independence
◦ In sense of relying on other people on help and guidance
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16. AUTONOMY IN GAMES
Games are interactive in nature
◦ Choice of interaction is upon the player
Games consist of goals and obstacles
Autonomy in games is about
meaningful choices that player can
make
◦ Which goals to pursue
◦ How to pursue those goals
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17. DENSITY OF GOALS
Different metagame types offer
different range of goal choices
Linear gameplay
◦ Goals presented in a sequence
RPG mechanics
◦ Multiple parallel progression vectors
Sandbox
◦ Almost unstructured gameplay
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18. COMPETENCE
All about actions and results of actions
◦ Seeing one’s actions produce intended result
Need to feel able to achieve goals
◦ Each action takes you closer to your goal
Desire to see one’s own skill improve
◦ Improving based on observed feedback
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19. COMPETENCE IN GAMES
Games are interactive
◦ Skill is ability to reach desired goals using
means at player’s disposal
Undesired results lead to frustration
◦ Related to the Theory of Flow, by
Csíkszentmihályi
Skill can reside on multiple levels
◦ Mastery of controls in action games
◦ Strategic planning in 4X, RTS, city builders,
etc.
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20. RELATEDNESS
Humans are social animals
◦ We seek companionship of other people
Relatedness is the desire to interact
with other humans
Denial of relatedness is why solitary
confinement, and isolation feel so
harsh
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21. RELATEDNESS IN GAMES
Relatedness is a part of the
metagame
◦ Not all games address relatedness, explicitly
◦ Social features offer fulfilment of this need
Players always seek relatedness
◦ Socialising on forums, social media, etc.
Relatedness can be very rudimentary
◦ Extreme example: three letter signature on an
arcade game leaderboard
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22. HUMAN ACTIVITY
Psychological needs are universal
to all people
People seek fulfilment of those
needs constantly
Some human activities offer more
chances for fulfilment than others
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25. WHAT IS MOTIVATION?
Willingness to engage with an
activity
Drive to persist with the activity until
a goal is reached
Different activities satisfy
psychological needs to a different
degree
People engage more with activities
that better satisfy these needs
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26. TYPES OF MOTIVATION
Intrinsic motivation is doing things just
because one enjoys the activity
◦ Intrinsic fulfillment of needs through the
activity
Extrinsic motivation is doing things for
any other reason
◦ Promise of reward, fear of punishment, etc.
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28. AMOTIVATION
Total lack of motivation a result of
total lack of autonomy
Feeling of helplessness:
◦ One is feels not capable of acting
◦ One feels compelled to do a particular
action regardless of his own opinions or
intentions
Lack of perceived value of the
action or lack of context
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29. AMOTIVATION IN GAMES
It is surprisingly common in games:
◦ Chase the arrow tutorials
◦ Superfluous dialogues in narrative driven games
◦ “Push button to continue” in narrative driven games
◦ Grind without context in Free-2-play
These patterns are detrimental to retention
Player will reassert his autonomy by churning
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30. EXTERNAL REGULATION
Basic form of extrinsic motivation
Proverbial carrot and the stick
Motivation driven by external factors:
◦ Hope of a reward
◦ Fear of punishment
The action itself has no particular
meaning to a person
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31. EXTERNAL REGULATION IN GAMES
Typically based on rewards
Usually a part of metagame
Grind with the context:
◦ Whenever a player is motivated to grind some
unappealing activity in order to gain some sort
of appealing reward
Very prominent in Free-2-play
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32. INTROJECTED MOTIVATION
Ego gets involved
Motivation is based on approval:
◦ from others
◦ from oneself
Still a type of extrinsic motivation
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33. INTROJECTED MOTIVATION IN GAMES
Bragging rights
Social competitive gameplay
Typical examples:
◦ Leaderboards
◦ Medals and achievements in multiplayer games
◦ Saga map with avatars of friends
Pitfall: Boosting one player’s ego can
come at expense of other players!
There can be only one name at the top
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35. INTERNALIZED MOTIVATION IN GAMES
Can take many very different forms
Taking one for the team
Being a healer in a MOBA team:
◦ Activity is not directly beneficial to the
individual player but regarded highly by
others
Building a replica of Taj Mahal in
Minecraft:
◦ Laying down 10000 blocks is tedious but the
result is extremely rewarding
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36. IDENTIFIED MOTIVATION
The participation in activity becomes
a part of one's own identity
Person identifies not only with the
value of the activity but the activity
itself
Distinction between extrinsic and
intrinsic gets blurred
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37. IDENTIFIED MOTIVATION IN GAMES
Whenever a player starts identifying
with a game, a genre or a role:
◦ “I am a hard core Overwatch palyer”
◦ “I am a pro!”
◦ “I am a Redstone builder in Minecraft
Game becomes a digital hobby
Hobby becomes an obsession
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38. INTRINSIC MOTIVATION
Doing things for pure enjoyment
Joy coming from the activity itself
Activity satisfies:
◦ One or two basic psychological needs
extremely well
◦ All three activities to a good degree
What people instinctively mean when
they say “fun”
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39. INTRINSIC MOTIVATION IN GAMES
Holy grail of game design
Usually in the core gameplay
Minute to minute interaction
Most old school arcade games
are examples of this:
◦ Pacman, Super Mario, Space Invaders,
Arkanoid
Modern examples include:
◦ FPS games, Match-3, Merge-3 etc.
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KEY TAKEAWAYS
SDT is a framework for understanding
psychological needs and human motivation
Useful for understanding player motivation
People play games to fulfill these needs
Three basic psychological needs are:
Autonomy, Competence, Relatedness
Motivation can be intrinsic or extrinsic