竞争与数字游戏设计:自我决定理论的视角

IF 1 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS
Arlen C. Moller, Rachel Kornfield, A. S. Lu
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引用次数: 0

摘要

尽管竞争是数字游戏的一个共同特征,但对于竞争何时以及为何会影响玩家的动机和幸福感的细微差别,研究却少得令人吃惊,尤其是通过自我决定理论(SDT)的视角。在本评论中,我们将(1) 描述认知评价理论(CET)这一 SDT 小理论如何帮助预测竞争的各个方面何时以及为何会在数字游戏中满足或挫败玩家的基本心理需求,并对玩家的动机和幸福感产生下游影响;(2) 应用用户体验中的动机、参与和繁荣(METUX)模型,概述数字游戏中的竞争如何在多个层面上影响玩家的动机和幸福感;以及 (3) 确定未来研究方向的优先次序。最后,我们认为,鉴于数字游戏的多样性、适应性和广泛性,数字游戏是研究竞争、动机和幸福感的一个特别有力的背景。研究亮点 本评论整合了以自我决定理论(SDT)为指导的模型以及与人机交互、运动心理学和幸福感支持设计相关的研究,以促进对数字游戏中竞争的理解。介绍与 SDT 和数字游戏相关的新的竞争分类法,包括宏观类别、一般要素和具体特征。提出一个竞争和数字游戏特定认知评价理论(CET)模型,将数字游戏中竞争的不同方面与基本心理需求的满足和挫折、动机、健康和幸福联系起来。应用 METUX 模型,我们描绘了研究人员和游戏制作者在多个层面或影响范围内思考数字游戏中竞争问题的方法。优先考虑未来的研究方向,特别是与实验操作数字反馈以及数字游戏中自我和他人的数字表现相关的方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Competition and Digital Game Design: a Self-Determination Theory Perspective
Although competition is a common feature of digital games, nuances of when and why aspects of competition influence players' motivation and well-being have been surprisingly underexplored, especially through the lens of self-determination theory (SDT). In this critical review, we: (1) describe how a mini-theory of SDT, cognitive evaluation theory (CET), can help predict when and why aspects of competition will alternatively satisfy or frustrate basic psychological needs in digital games with downstream effects on players' motivation and well-being; (2) apply the Motivation, Engagement and Thriving in User Experience (METUX) model to outline ways competition in digital games can influence motivation and well-being at multiple levels; and (3) prioritize future research directions. Finally, we argue that digital games, given their diversity, adaptability and massive reach, represent an especially powerful context for studying competition, motivation and well-being. Research Highlights This critical review integrates self-determination theory (SDT)-guided models and research related to HCI, sports psychology and well-being supportive design to advance understanding of competition in digital games. Introduces a new taxonomy of competition relevant to SDT and digital games, including macro-level categories, general elements and specific features. Presents a competition and digital gaming specific cognitive evaluation theory (CET) model linking different aspects of competition in digital games to basic psychological need satisfaction and frustration, motivation, health and well-being. Applying the METUX model, we map out ways researchers and game makers can think about aspects of competition in digital games at multiple levels or spheres of influence. Prioritizes future directions for research, specifically related to experimentally manipulating digital feedback and digital representations of self and others in digital games.
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来源期刊
Interacting with Computers
Interacting with Computers 工程技术-计算机:控制论
CiteScore
2.70
自引率
0.00%
发文量
12
审稿时长
>12 weeks
期刊介绍: Interacting with Computers: The Interdisciplinary Journal of Human-Computer Interaction, is an official publication of BCS, The Chartered Institute for IT and the Interaction Specialist Group . Interacting with Computers (IwC) was launched in 1987 by interaction to provide access to the results of research in the field of Human-Computer Interaction (HCI) - an increasingly crucial discipline within the Computer, Information, and Design Sciences. Now one of the most highly rated journals in the field, IwC has a strong and growing Impact Factor, and a high ranking and excellent indices (h-index, SNIP, SJR).
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