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Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame

机译:需要满意的支持性游戏特征作为动机决定因素:以自决理论为指导的游戏的实验研究

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Empirical studies have validated that basic needs satisfaction supported by video game play predicts motivation and engagement outcomes. However, few studies specifically manipulated game features for each of the three basic needs specified in the self-determination theory (SDT) to examine how the game features impact players' need satisfaction and game experience. The current study employed an in-house developed exergame and manipulated the game features in a 2 (autonomy-supportive game features: on vs. off) × 2 (competence-supportive game features: on vs. off) experiment to predict need satisfaction, game enjoyment, motivation for future play, effort for gameplay, self-efficacy for exercise using the game, likelihood of game recommendation, and game rating. The manipulated game features led to the corresponding need satisfaction. Manipulated autonomy-supportive and competence-supportive game features had main effects on most motivation and engagement outcomes. Need satisfaction of autonomy and need satisfaction of competence were both found to be mediators for the relationships between the game features and the motivation and engagement outcomes. The findings add evidence to support the underlying mechanism postulated by SDT for media enjoyment and motivation as well as the emerging entertainment research conceptualizing enjoyment as need satisfaction. The findings also have practical implications for intervention effort that intends to capitalize the motivational pull of video games.View full textDownload full textRelated var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; Add to shortlist Link Permalink http://dx.doi.org/10.1080/15213269.2012.673850
机译:实证研究证实,视频游戏支持的基本需求满意度可以预测动机和参与度。但是,很少有研究专门针对自决理论(SDT)中指定的三个基本需求中的每一个来操纵游戏功能,以研究游戏功能如何影响玩家的需求满意度和游戏体验。当前的研究采用内部开发的exergame,并在2(自主支持游戏功能:开与关)×2(能力支持游戏功能:开与关)实验中操纵游戏功能,以预测需求满意度,游戏的乐趣,未来游戏的动机,游戏的努力,使用游戏进行锻炼的自我效能感,游戏推荐的可能性以及游戏评分。被操纵的游戏功能导致相应的需求满足。操纵自主性和能力支持性游戏功能对大多数动机和敬业度有主要影响。自治的需要和能力的需要都被认为是游戏功能与动机和参与结果之间关系的中介。这些发现增加了证据来支持SDT为媒体娱乐和动机所假设的基本机制,以及新兴的娱乐研究,将娱乐概念化为需要满足。该发现还对旨在利用视频游戏动机的干预工作具有实际意义。查看全文下载全文相关var addthis_config = {ui_cobrand:“泰勒和弗朗西斯在线”,servicescompact:“ citeulike,netvibes,twitter,technorati,delicious ,linkedin,facebook,stumbleupon,digg,google,更多”,发布号:“ ra-4dff56cd6bb1830b”};添加到候选列表链接永久链接http://dx.doi.org/10.1080/15213269.2012.673850

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