Player Motivations: A Psychological Perspective
REF: Bostan, B. (2009). Player Motivations: A Psychological Perspective. ACM Computers in Entertainment, 7(2).
Assuming that goal-directed behavior is triggered by the interaction between personal and environmental factors, this article aims to analyze player motivations derived from basic human needs. The psychological needs investigated in this study are based on the psychogenic needs divided into six categories: materialism, power, affiliation, achievement, information, and sensual needs, defined by Murray [1938]. Detailed analysis of the conceptual components of player motivation focuses on matching each psychological need to common gaming situations in computer role-playing games (RPGs). The relationship between motivational factors and gaming situations is discussed with examples from a recently released RPG (The Witcher).
"© ACM, 2009. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Computer in Entertainment, {VOL7, ISS2, (June)} http://doi.acm.org/10.1145/1541895.1541902"
Thursday, December 24, 2009
Article Published in ACM Computers in Entertainment 7(1)
Requirements Analysis of Presence: Insights from a RPG Game
REF: Bostan, B. (2009). Requirements Analysis of Presence: Insights from a RPG Game. ACM Computers in Entertainment, 7(1).
Presence, or the sense of “being there,” is a major design requirement for virtual environments where users inhabit an artificial reality in the form of two or three-dimensional graphical representations. This article aims to define various psychological and technological aspects of presence based on virtual environment design requirements defined by Stuart [2001]. Detailed analysis of design requirements focuses on a computer role-playing game (Elder Scrolls IV: Oblivion), giving examples from one of the best titles in the genre.
"© ACM, 2009. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Computer in Entertainment, {VOL7, ISS1, (March)} http://doi.acm.org/10.1145/1486508.1486517"
REF: Bostan, B. (2009). Requirements Analysis of Presence: Insights from a RPG Game. ACM Computers in Entertainment, 7(1).
Presence, or the sense of “being there,” is a major design requirement for virtual environments where users inhabit an artificial reality in the form of two or three-dimensional graphical representations. This article aims to define various psychological and technological aspects of presence based on virtual environment design requirements defined by Stuart [2001]. Detailed analysis of design requirements focuses on a computer role-playing game (Elder Scrolls IV: Oblivion), giving examples from one of the best titles in the genre.
"© ACM, 2009. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Computer in Entertainment, {VOL7, ISS1, (March)} http://doi.acm.org/10.1145/1486508.1486517"
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