Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Time pressure as video game design element and basic need satisfaction
Download
index.pdf
Date
2015
Author
Yıldırım, İrem Gökçe
Metadata
Show full item record
Item Usage Stats
398
views
224
downloads
Cite This
Over the last few decades, with the help of technological advancements in computational power and improvements in interaction design, video games have been prominent instruments for entertainment. With increasing number of players, researchers mainly have focused on revealing underlying psychological reasons behind gaming. By applying Self-Determination Theory (SDT) in gaming context, it is concluded that satisfactions of three basic intrinsic needs, namely, autonomy, competence and relatedness, are the predictors of motivation to play video games. However, only a few studies focused on game features supporting each of these three basic needs. Game developers might make use of the discovery of the specific game features contributing specific need satisfactions while designing games in which motivation and engagement are ensured. In this thesis, the relations between time pressure which is one of the commonly used game design element and autonomy and competence need satisfactions are observed. In an experimental design, time pressure is manipulated to establish two conditions (no time pressure in control group and time pressure in experimental group) by implementing countdown mechanics in a 3D survival shooting game. Mediating effects of autonomy and competence on the associations between time pressure and intrinsic motivation, flow, engagement, performance and enjoyment are also observed. Results showed that, although there was a significant difference in perceived time pressure of players, no significant differences were found in autonomy and competence need satisfactions between two conditions. Similarly, no differences in intrinsic motivation, engagement, performance and enjoyment between two conditions were revealed. The only significant difference was found in flow between control and experimental conditions such that the participants in the experimental condition experienced more flow than those in the control condition. However, there were significant differences in flow and engagement among a subgroup of experimental condition, who failed to complete the goal in the game in the specified time limit, and other subgroups (both in control and experimental groups) who successfully completed the game in the given time. Competence and performance decreased with the increase in perceived time pressure within experimental group but the differences did not reach significance. On the other hand, flow and engagement were enhanced with the increase in perceived time pressure. These findings give us the idea that there may be an optimal time limit in which autonomy and competence are maximized and positively correlated, and thus intrinsic motivation, flow, engagement, performance and enjoyment are promoted throughout game play.
Subject Keywords
Video games.
,
Computer games.
,
Time pressure.
,
Performance.
,
Self-realization.
,
Motivation (Psychology).
URI
http://etd.lib.metu.edu.tr/upload/12618994/index.pdf
https://hdl.handle.net/11511/25101
Collections
Graduate School of Informatics, Thesis
Suggestions
OpenMETU
Core
Theory of action phases in video games: effects of deliberative and implemental mindset differences in video game design
Kosa, Mehmet; Uysal, Ahmet; Department of Game Technologies (2016)
With the proliferation of the technologies that enable and drive video gaming domain, the effects of and motivation for gaming has gained much attention from the research point of view. In this thesis, “Mindset Theory of Action Phases” is transferred to the video gaming domain and was tested to observe if mindsets are affecting player’s performances, enjoyment or their predictions about their performances. According to the theory, people tend to be in a certain cognitive orientation that also affects them b...
Mental Rotation Ability and Computer Game Experience
Gecu, Zeynep; Çağıltay, Kürşat (2015-10-01)
Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a significant difference between students' mental rotation abilities in terms of their experiences and preferences in playing computer games. Moreover, 2D or 3D comp...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
Konya, Oğuz; Çağıltay, Kürşat; Department of Game Technologies (2014)
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
Designing for new generation electronic musical instruments: Strategies to improve interaction, user experience and live performance
Öke, Ethem Hürsu; Pedgley, Owaın Francıs; Şener Pedgley, Bahar; Department of Industrial Design (2020-10-30)
Since the turn of the 21st century, ground-breaking advancements in technology have led to the emergence of a completely new ‘species’ of electronic musical instrument. These instruments, which are heavily driven or dependant on technology, have been accompanied by an interdisciplinary movement in the field of musical instrument research and design, interconnecting music-making to disciplines including, but not limited to, industrial design, interaction design, user experience (UX) design, computer sc...
Social Interactions and Games
Uz, Çiğdem; Çağıltay, Kürşat (UNIV BARCELONA, RES GROUP EDUC & VIRTUAL LEARNING, DIGITAL EDUC OBSERVATORY, PASSEIG DE LA VALL D HEBRON, 171, BARCELONA, 08035, SPAIN, 2015-6)
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the relationships. However, several researchers supported the idea that gamers seeking meaningful relationships within a game environment might have problems in forming meaningf...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
İ. G. Yıldırım, “Time pressure as video game design element and basic need satisfaction,” M.S. - Master of Science, Middle East Technical University, 2015.