Brühlmann Florian, Baumgartner Philipp, Wallner Günter, Kriglstein Simone, Mekler Elisa D
Human-Computer Interaction Research Group, Department of Psychology, Center for General Psychology and Methodology, University of Basel, Basel, Switzerland.
Department of Industrial Design, Eindhoven University of Technology, Eindhoven, Netherlands.
Front Psychol. 2020 Jul 22;11:1307. doi: 10.3389/fpsyg.2020.01307. eCollection 2020.
Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. We present the results of a cross-sectional study with data from 750 players of , a popular Multiplayer Online Battle Arena game. Based on the motivational regulations posited by Self-Determination Theory and Latent Profile Analysis, we identify four distinct motivational profiles, which differ with regards to player experience and, to a lesser extent, in-game behavior. While the more self-determined profiles "Intrinsic" and "Autonomous" report mainly positive experience-related outcomes, a considerable part of the player base does not. Players of the "Amotivated" and "External" profile derive less enjoyment, experience more negative affect and tension, and score lower on vitality, indicating game engagement that is potentially detrimental to players' well-being. With regards to game metrics, minor differences in the rate of assists in unranked matches and performance indicators were observed between profiles. This strengthens the notion that differences in experiences are not necessarily reflected in differences in behavioral game metrics. Our findings provide insights into the interplay of player motivation, experience, and in-game behavior, contributing to a more nuanced understanding of player-computer interaction.
玩家动机是游戏研究中的一个关键领域,旨在了解玩家的动机如何与他们在游戏中的体验和行为相关联。我们展示了一项横断面研究的结果,该研究的数据来自一款热门多人在线战斗竞技游戏的750名玩家。基于自我决定理论和潜在剖面分析提出的动机调节,我们识别出四种不同的动机剖面,它们在玩家体验方面存在差异,在游戏行为方面的差异较小。虽然更具自我决定性质的剖面“内在动机型”和“自主动机型”主要报告与积极体验相关的结果,但相当一部分玩家并非如此。“无动机型”和“外部动机型”剖面的玩家获得的乐趣较少,体验到更多的负面情绪和紧张感,并且在活力方面得分较低,这表明游戏参与可能对玩家的幸福感有害。在游戏指标方面,各剖面之间在非排名比赛中的助攻率和表现指标上观察到细微差异。这强化了这样一种观念,即体验上的差异不一定反映在游戏行为指标的差异上。我们的研究结果为玩家动机、体验和游戏行为之间的相互作用提供了见解,有助于更细致入微地理解玩家与计算机的交互。