Contextual Autonomy Support in Video Game Play: A Grounded Theory

被引:44
作者
Deterding, Sebastian [1 ]
机构
[1] Univ York, Digital Creat Hub, York, N Yorkshire, England
来源
34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016 | 2016年
基金
英国工程与自然科学研究理事会;
关键词
Games; play; video games; motivation; autonomy; context; gamification; self-determination theory; NEED SATISFACTION; MEDIA ENJOYMENT; GAMIFICATION; SELF;
D O I
10.1145/2858036.2858395
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Autonomy experience constitutes a core part of the intrinsic motivation of playing games. While research has explored how autonomy is afforded by a game's design, little is known about the role of the social context of play. Particularly, engaging with serious games or gamified applications is often obligatory, which may thwart autonomy. To tease out contextual factors that affect autonomy, we conducted a qualitative interview study that compared gameplay experience in leisure and work contexts. We found that leisure contexts, particularly solitary play, support autonomy through a time and space shielded from outer demands, the license to (dis)engage with and configure the situation to fit one's spontaneous interests, and a lack of social and material consequence. Thwarted autonomy occurs both in leisure and work contexts when players' spontaneous interests mismatch socially demanded gameplay. We discuss implications for entertainment and applied gaming.
引用
收藏
页码:3931 / 3943
页数:13
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