2019
Vahlo, Jukka; Hamari, Juho
Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG) Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2476-2485, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey
@inproceedings{Vahlo2019,
title = {Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)},
author = {Jukka Vahlo and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-201910244074},
doi = {doi:10.24251/HICSS.2019.298},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {2476-2485},
publisher = {HICSS},
abstract = {In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.},
keywords = {Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey},
pubstate = {published},
tppubtype = {inproceedings}
}
In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.
Meriläinen, Mikko
First-Timer Learning Experiences in Global Game Jam Journal Article
In: International Journal of Game-Based Learning, vol. 9, iss. 1, pp. 30-41, 2019, ISSN: 2155-6857.
Abstract | Links | Tags: Game jam, Game-based learning, Intrinsic motivation, Self-determination theory
@article{Meriläinen2019,
title = {First-Timer Learning Experiences in Global Game Jam},
author = {Mikko Meriläinen},
doi = {10.4018/IJGBL.2019010103},
issn = {2155-6857},
year = {2019},
date = {2019-01-01},
journal = {International Journal of Game-Based Learning},
volume = {9},
issue = {1},
pages = {30-41},
abstract = {Game jams are accelerated game creation events usually taking place over the course of a short time period. A variety of learning outcomes from game jamming has been discussed in previous research, with learning being a common motivation for attending game jams. Despite this, there has been little research into the psychological mechanisms driving learning and participation. In this article, the learning experiences of four first-time participants in the Global Game Jam are examined through self-determination theory. Results suggest that a wide spectrum of learning is experienced during a game jam, and game jams offer at least a temporary heightened sense of creativity and competence. Assessment remains an issue, however, and learning benefits may be contingent on the jam setting. All three basic psychological needs listed in self-determination theory are potentially fulfilled by game jam attendance, suggesting the relevance of self-determination theory in further jam research.},
keywords = {Game jam, Game-based learning, Intrinsic motivation, Self-determination theory},
pubstate = {published},
tppubtype = {article}
}
Game jams are accelerated game creation events usually taking place over the course of a short time period. A variety of learning outcomes from game jamming has been discussed in previous research, with learning being a common motivation for attending game jams. Despite this, there has been little research into the psychological mechanisms driving learning and participation. In this article, the learning experiences of four first-time participants in the Global Game Jam are examined through self-determination theory. Results suggest that a wide spectrum of learning is experienced during a game jam, and game jams offer at least a temporary heightened sense of creativity and competence. Assessment remains an issue, however, and learning benefits may be contingent on the jam setting. All three basic psychological needs listed in self-determination theory are potentially fulfilled by game jam attendance, suggesting the relevance of self-determination theory in further jam research.