SDT and games

In very broad terms two types of motivations are often distinguished: external or internal aka extrinsic or intrinsic motivation. They are the things you do because of some outside compelling reason like rewards or threats versus things you start doing all by yourself. We have based most of our society around the extrinsic motivator of money.
But how do intrinsic motivations work? Are they the same for everybody?

One very famous body of research that has delved into the workings of intrinsic motivation is Self Determination Theory by Deci and Ryan. This theory states that although the particulars of our intrinsic motivators might be different between individuals, the needs that we are trying to fulfill with our actions are innate and universal. We all have a need to feel competent, to feel autonomous in our actions and to feel related to others.

So we want to feel that we are capable of doing whatever it is we want to do, we want to feel like our choices are ours to make and we want to feel that what we do somehow matters or connects us to others. I think games are fantastic at fulfilling these needs.


Autonomy and games
Games or rather play and autonomy have a connection that is very powerful and provides a lot of friction. We cannot be forced to be at play. Play involves emotions and cognitive capabilities that you apply willingly. You have to mean it or it doesn’t exist. But you can be forced to play a game in an educational setting or when there is some other serious intent (extrinsic motivator). When you do not choose to be in play whilst going through the actions of playing a game, you are performing a task and many of the benefits that games are trying to tap into vanish. The autonomy is baked in because playfulness cannot be forced.
It can be facilitated.


Competence and games
Games continuously feed you information on how you are doing, track your progress, give you stars and level-ups and many other versions of positive reinforcement telling you that You are doing great! Rarely does the world outside of games provide with you with as much feedback and such positive information about your performance. It greatly encourages a sense of competence.

Relatedness and games
Rarely do you play a game by yourself. In most cases there are other human players that you are directly interacting with. In the same physical or virtual space. This interaction is a great part of the attraction of games. Videogames also have many characters that may not be controlled by actual humans but they behave as such and we perceive them as social entities when we interact with them. An interactive form of the para-social relationships that we also feel with characters in movies or tv-series.
Even the space around playing a game often has a social aspect. Think of the conversations we have with people outside of the game about our experiences, progress or artistic opinions of the game. Games give us an opportunity to relate to each other.

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Massively Mulitplayer

Massively Multiplayer refers to the vast amount of people that are simultaneously involved in this gaming genre. Online refers to the place where the game environment and all its players reside. MMOs exist “on and over the internet” [1].  As technology developed these MMO environments have become more responsive to the players and can hold a large amount of players at any one time.

The genre of MMOs is characterised not only by its vast amount of players, but by that these players interact in a “single, integrated, persistent gaming world.” [2].

There are several MMO game genres, of which Massively Multiplayer Online Role Playing Games are the most popular [2]. Examples are World of Warcraft, Eve Online, The Elder Scrolls or Final Fantasy online. This genre leans heavily on avatar development and in-game interactions between gamers and between gamers and Non Playing Characters.
MMORPGs add physicality, social interaction, avatar-mediated play, vertical game play and perpetuity [1] to the persistence of any MMO.

All the players interact in a single and integrated world, where their actions have effect on other players, the environment or the overall narrative.  This brings in the technical challenge of tracking and supporting the massive amount of players and their actions and keeping the virtual world updated accordingly for everyone – in real time. To lessen the burden of such massive data traffic a game is often run split over several servers [2]. The persistent world of an MMO does not wait for any one player to start or stop playing, the narrative and development of the game world continues regardless.

These Massively Multi-player Online Role Playing Games
are make believe universes
in which real people interact with other real people
through digital representations of themselves;
millions of people participate in these worlds”
(Castronova, 2007)

MMOs have had much attention from researchers in the area of excessive online gaming, with concerns especially on addiction and mental disorders and rightfully so.
The pervasive and highly social aspects of MMO – as well as the multimillion player base – raised theories and research on the addictive nature of this gaming genre [4]. Time spent in this type of gaming environment sparked all sorts of concerns about social isolation.

However, research has shown that playing a MMORPG also increases social capital [5]. Players may be represented by avatars running around in fantasy worlds but the interactions between the players and the relationships forged are very real.

References
1. Chan, E., & Vorderer, P. (2006). Massively Multiplayer Online Games. In P. Vorderer & J. Bryant (Eds.), Playing video games: motives, responses, and consequences (pp. 77-90). Mahwah NJ: Lawrence Erlbaum.
2. Chu, H. S. (2008). Building a simple yet powerful MMO game architecture, Part 1: Introduction. A simple, elegant implementation that delivers the functionality needed by any MMO game (pp. 10): IBM Developer Works.
3. Castronova, E. (2007). Exodus to the Virtual World: How Online Fun Is Changing Reality: St Martins Press.
4. Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74.
5. Wellman, B., Haase, A. Q., Witte, J., & Hampton, K. (2001). Does the internet increase, decrease or supplement social capital? Social networks, participation, and community commitment. The american behavioral scientist, 45(3), 436-455.

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Solarpunk OBA Mercatorplein 14 september

We duiken in het utopische science-fiction genre SOLARPUNK en nemen dan een mentale tijdreis naar de toekomst. Hier maken we een kiekje van door onze toekomst te schilderen, tekenen, knippen, schrijven, plakken of alles door elkaar.

Kom ook meedenken en meewerken aan een eco-sociale toekomst.
Jongeren en volwassenen van harte welkom.

Meld je hier aan of kijk hier voor meer informatie

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Neem serious games ook echt serieus

Met Marjolein van Trigt sprak ik voor Binnenlands Bestuur over het gebruik van serious games door gemeentes en een aantal voorbeelden.

“Een serious game kan een effectief middel zijn om bijvoorbeeld bewustwording te creëren over cyberdreiging of zwerfafval. Het laten ontwikkelen van een serious game kost echter veel tijd, geld en aandacht. Dat loont alleen als het beoogde effect wordt bereikt.”

Lees het artikel hier https://www.binnenlandsbestuur.nl/digitaal/neem-serious-gaming-ook-echt-serieus

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Cognitive Reappraisal

Cognitive reappraisal is a change in cognition which allows for the interpretation of an emotion-eliciting situation in such a way as to alter the emotional impact it has [1]. It is using what you think to change what you feel. Cognitive reappraisal was found to increase cortisol reactivity in both a public speaking task and a cold pressor pain task, which suggests that cognitive reappraisal might even support greater physiological reactivity to acute stress and that it may increase active coping strategies [2].

One experiment showed the simplicity of cognitive reappraisal by announcing an anxiety-inducing math test as a “challenge.” This decreased the experienced threat of the test and improved math performance among both high-school and university students [3]. Cognitive reappraisal might also be an effective strategy for mitigating the effects of experiencing anxiety from health-related messages.

Health-risk information can be threatening in its nature and induce defensive responses [4], and health appeals can be interpreted as threatening as they confront us with disease and our own mortality [5]. The resulting state anxiety can drain working memory capacity, decrease self-confidence, harm task performance [6], and has been linked to a lowering in self-efficacy [7]. These processes are especially pertinent in a health environment, as on the one hand health information can elicit negative emotions, while on the other hand self-efficacy is known to play a role in achieving effective health behaviors [8].

part of The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey

  1. Gross JJ. Emotion Regulation: Current Status and Future Prospects. Psychological Inquiry 2015 Mar 09;26(1):1-26. [CrossRef]
  2. Denson TF, Creswell JD, Terides MD, Blundell K. Cognitive reappraisal increases neuroendocrine reactivity to acute social stress and physical pain. Psychoneuroendocrinology 2014 Nov;49:69-78 [FREE Full text] [CrossRef] [Medline]
  3. Alter A, Aronson J, Darley J, Rodriguez C, Ruble D. Rising to the threat: Reducing stereotype threat by reframing the threat as a challenge. Journal of Experimental Social Psychology 2010 Jan;46(1):166-171. [CrossRef]
  4. van Koningsbruggen GM, Harris PR, Smits AJ, Schüz B, Scholz U, Cooke R. Self-Affirmation Before Exposure to Health Communications Promotes Intentions and Health Behavior Change by Increasing Anticipated Regret. Communication Research 2016 Jul 09;43(8):1027-1044. [CrossRef]
  5. Hastall M, Sukalla F. Multiples Framing in der Gesundheitskommunikation: Annahmen und Befunde. Medien und Gesundheitskommunikation 2013;201:219. [CrossRef]
  6. Eysenck M, Calvo M. Anxiety and Performance: The Processing Efficiency Theory. Cognition & Emotion 1992 Nov;6(6):409-434. [CrossRef]
  7. Bandura A. Self-efficacy: The exercise of control. New York, NY: Worth Publishers; 1997.
  8. Maher K. The effect of youth diabetes self-efficacy on the relation among family conflict, disease care and glycemic control. VCU Scholars Compass. Virginia: VCU University Archives; 2014.   URL: https://scholarscompass.vcu.edu/etd/3495 [accessed 2012-04-12]
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Solarpunk de Buurt OBA De Hallen

Kom op “derde kerstdag” een kijkje nemen in jouw eco-sociale toekomst

We duiken samen in de eco-sociale utopia van SOLARPUNK met voorbeelden en verhalen. We bespreken de principes van een solarpunk toekomst en fantaseren over hoe onze eigen toekomst eruit zou zien. Iedereen maakt een eigen stukje van deze toekomst door deze te schrijven/tekenen/schilderen/knipselen. Als je wilt kan dit blijven hangen in de leeshoek van de OBA.

  • Woensdag 27 december
  • 13:00-17:00 uur
  • OBA De Hallen in Amsterdam-West

deelname gratis, materiaal aanwezig, 12 jaar en ouder, maximaal 20 deelnemers

aanmelden via https://www.oba.nl/agenda/dehallen/solarpunkworkshop.html

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