Faculty of Management and Social Communication Institute of Applied Psychology, Jagiellonian University in Cracow, Kraków, Poland.
Doctoral School in the Social Sciences, Jagiellonian University in Cracow, Kraków, Poland.
PLoS One. 2023 Mar 10;18(3):e0282966. doi: 10.1371/journal.pone.0282966. eCollection 2023.
Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed to test whether the postulates of this theory may be useful in the process of game development. Forty-two participants took part in a fully controlled within-subjects experiment utilizing a commonly available game (Icy Tower) that has several levels of difficulty. Participants played on four increasing levels of difficulty and their task was to play as best they could, with the aim of reaching the hundredth platform. As a result, we demonstrated that involvement level increases as the difficulty level increases when a task is feasible, but it drops rapidly when a task is so difficult that it cannot be completed. This is the very first evidence that Motivational Intensity Theory may be useful in game research and design. The following study also supports concerns regarding the usefulness of self-report data in the game design process.
动机强度理论可以作为分析和优化用户参与电脑游戏的有用框架。然而,它尚未以这种方式使用。其主要优点是,它清楚地预测了难度水平、动机和承诺之间的关系。本研究旨在测试该理论的假设是否可以用于游戏开发过程。42 名参与者参加了一项完全受控的被试内实验,使用了一种常见的游戏(Icy Tower),该游戏有几个难度级别。参与者在四个逐渐增加的难度级别上进行游戏,他们的任务是尽可能地发挥最佳水平,目标是达到第一百个平台。结果表明,当任务可行时,参与度随着难度的增加而增加,但当任务太难而无法完成时,参与度会迅速下降。这是动机强度理论在游戏研究和设计中可能有用的第一个证据。以下研究也支持了在游戏设计过程中使用自我报告数据的有用性的担忧。