A Motivational Model Explaining Performance in Video Games
Esports are a rapidly growing phenomenon and understanding of factors underlying game performance are therefore of great interest. The present study investigated the influence of satisfaction of basic psychological needs (competence, autonomy, and relatedness), type of motivation (amotivation, exter...
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Format: | Article |
Language: | English |
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Frontiers Media S.A.
2020-07-01
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Series: | Frontiers in Psychology |
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Online Access: | https://www.frontiersin.org/article/10.3389/fpsyg.2020.01510/full |
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author | Rame Hulaj Markus B. T. Nyström Daniel E. Sörman Christian Backlund Sebastian Röhlcke Bert Jonsson |
author_facet | Rame Hulaj Markus B. T. Nyström Daniel E. Sörman Christian Backlund Sebastian Röhlcke Bert Jonsson |
author_sort | Rame Hulaj |
collection | DOAJ |
description | Esports are a rapidly growing phenomenon and understanding of factors underlying game performance are therefore of great interest. The present study investigated the influence of satisfaction of basic psychological needs (competence, autonomy, and relatedness), type of motivation (amotivation, external regulation, introjected regulation, identified regulation, integrated regulation, and intrinsic motivation), and number of matches played (time on task) on individuals’ performance on a matchmaking rating (MMR) in the video game Defence of the Ancients 2 (Dota 2). Collected data from 315 participants was included in the analyses. A web-based questionnaire was used to collect data and structural equation modelling (SEM) was performed to analyze the data. The results show that perceived competence and autonomy were the only significant predictors of MMR performance beyond matches played. Fulfillment of relatedness, as well as motivational factors, were not found to be predictors of MMR scores. The strong effect of matches played, used as proxy of time on task, emphasize the effect of time and practice as a critical aspect of video-game expertise. |
first_indexed | 2024-12-22T04:01:49Z |
format | Article |
id | doaj.art-128c3804b1e44b99a7ea07fd7bda0a50 |
institution | Directory Open Access Journal |
issn | 1664-1078 |
language | English |
last_indexed | 2024-12-22T04:01:49Z |
publishDate | 2020-07-01 |
publisher | Frontiers Media S.A. |
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series | Frontiers in Psychology |
spelling | doaj.art-128c3804b1e44b99a7ea07fd7bda0a502022-12-21T18:39:44ZengFrontiers Media S.A.Frontiers in Psychology1664-10782020-07-011110.3389/fpsyg.2020.01510512185A Motivational Model Explaining Performance in Video GamesRame Hulaj0Markus B. T. Nyström1Daniel E. Sörman2Christian Backlund3Sebastian Röhlcke4Bert Jonsson5Department of Psychology, Umeå University, Umeå, SwedenDepartment of Psychology, Umeå University, Umeå, SwedenDepartment of Human Work Science, Luleå University of Technology, Luleå, SwedenDepartment of Human Work Science, Luleå University of Technology, Luleå, SwedenDepartment of Psychology, Umeå University, Umeå, SwedenDepartment of Applied Educational Science, Umeå University, Umeå, SwedenEsports are a rapidly growing phenomenon and understanding of factors underlying game performance are therefore of great interest. The present study investigated the influence of satisfaction of basic psychological needs (competence, autonomy, and relatedness), type of motivation (amotivation, external regulation, introjected regulation, identified regulation, integrated regulation, and intrinsic motivation), and number of matches played (time on task) on individuals’ performance on a matchmaking rating (MMR) in the video game Defence of the Ancients 2 (Dota 2). Collected data from 315 participants was included in the analyses. A web-based questionnaire was used to collect data and structural equation modelling (SEM) was performed to analyze the data. The results show that perceived competence and autonomy were the only significant predictors of MMR performance beyond matches played. Fulfillment of relatedness, as well as motivational factors, were not found to be predictors of MMR scores. The strong effect of matches played, used as proxy of time on task, emphasize the effect of time and practice as a critical aspect of video-game expertise.https://www.frontiersin.org/article/10.3389/fpsyg.2020.01510/fullself-determination theorybasic needsintrinsic motivationextrinsic motivationtime on taskvideo game performance |
spellingShingle | Rame Hulaj Markus B. T. Nyström Daniel E. Sörman Christian Backlund Sebastian Röhlcke Bert Jonsson A Motivational Model Explaining Performance in Video Games Frontiers in Psychology self-determination theory basic needs intrinsic motivation extrinsic motivation time on task video game performance |
title | A Motivational Model Explaining Performance in Video Games |
title_full | A Motivational Model Explaining Performance in Video Games |
title_fullStr | A Motivational Model Explaining Performance in Video Games |
title_full_unstemmed | A Motivational Model Explaining Performance in Video Games |
title_short | A Motivational Model Explaining Performance in Video Games |
title_sort | motivational model explaining performance in video games |
topic | self-determination theory basic needs intrinsic motivation extrinsic motivation time on task video game performance |
url | https://www.frontiersin.org/article/10.3389/fpsyg.2020.01510/full |
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