Author(s)
Term
4. term
Education
Publication year
2013
Submitted on
2013-09-03
Pages
86 pages
Abstract
Formålet med dette speciale er at undersøge emnet vedrørende motivation i computerspil, og hvordan motivation kan kædes sammen med de fundamentale psykologiske behov vi, som mennesker, har. Derudover er det målet med specialet at komme tættere på en forståelse af hvad mennesker finder sjovt i computerspil og hvordan det har indflydelse på spillermotivation og designet af computerspil. Specialet er inddelt i tre hoveddele: den første del omhandler den forforståelse og eksisterende tilgang som specialet er baseret på, samt en undren over hvad man forstår ved begrebet "sjov" i computerspil. Denne undren understøttes med viden om teori-områder, der kan sættes i forbindelse med værdien i en spilaktivitet. Forud for opstillingen af problemformuleringen bliver videnskabsteoretiske perspektiver, i form af fænomenologi, inddraget i samspil med viden om definitionen på et computerspil. Derudover anskues spilaktiviteten og kvaliteten af denne igennem Mihaly Csikszenthmihalyis flow teori. Den anden del af specialet omhandler teorier vedrørende spillermotivation, psykologiske behov og følelser i computerspil. Disse teoretiske felter bliver opstillet og sammeholdt med analysen af to eksisterende computerspil i forsøget på at kategorisere og diskutere de spilmekanikker og indholdsmæssige kvalititeter, som kan føre til forståelsen af sammenhængen mellem sjov i computerspil og tilfredsstillelse af basale psykologiske behov. I den sidste del af specialet fremstilles resultaterne af analysen og en model for relationen mellem de psykologiske behov, spillermotivationsfaktorer og spilmekanikker bliver opstillet. Formålet med modellen er at bidrage til forståelsen bag incitamentet for at spille computerspil, samt at fungere som et værktøj til hvordan man i designet af et computerspil kan diskutere de spilmekanikker der inddrages, og hvordan de påvirker spillerens spiloplevelse.
The purpose of this MA-thesis is to investigate the topic of motivation in regards to computer games, and how motivation can be connected to the fundamental psychological needs, we as humans have. Furthermore, the goal of this MA-thesis is to gain a better understanding of what humans find funny in computer games and how it influences player motivation and the design of computer games. The MA-thesis is divided into three main parts: the first part concerns the pre-understandings and knowledge accumulated through previous works relevant for this MA-thesis, along with a speculation of what the term "fun" means in regards to computer games. This speculation is supported with knowledge about theories which can be connected to the value of a gaming activity. Prior to the problem definition, the theoretical perspectives, in terms of phenomenology, will be included along with knowledge of the definition of a computer game. Additionally, the gaming activity and quality of this will be viewed through Mihaly Csikszenthmihalyis flow theory. The second part of the thesis deals with theories of player motivation, psychological needs and feelings in computer games. These theoretical fields will be presented and used in the analysis of two existing computer in an attempt to categorize and discuss the game mechanics and quality of the content, which can lead to the understanding of the connection between fun in computer games and satisfaction of basic psychological needs. In the last part of the thesis, the results of the analysis are presented and a model of the relationship between the psychological needs, player motivators and game mechanics is created. The purpose of the model is to contribute to the understanding of the incentive to play computer games, as well as to serve as a tool for how you, in the design of a computer game, can discuss the game mechanics involved and how they affect the player's gaming experience.
Keywords
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