Publication: PLAYER NEEDS INVENTORY (PNI): AN ANALYTICAL FRAMEWORK FOR ANALYZING PLAYER MOTIVES IN VIDEO GAMES
| dc.contributor.author | Bostan, Barbaros | |
| dc.contributor.author | Sezen, Digdem | |
| dc.contributor.editor | Barbas, H. | |
| dc.contributor.editor | Geril, P. | |
| dc.contributor.institution | Bostan, Barbaros, Department of Digital Game Design, Bahçeşehir Üniversitesi, Istanbul, Turkey | |
| dc.contributor.institution | Sezen, Digdem, School of Arts and Creative Industries, Teesside University, Middlesbrough, United Kingdom | |
| dc.date.accessioned | 2025-10-05T15:22:07Z | |
| dc.date.issued | 2022 | |
| dc.description.abstract | Focusing on player motives in games with narrative elements, we claim that the needs satisfied by a game depends on the interplay of three player experience dimensions (narrative, mechanics, and social context) and we present a formal approach for studying player motives in video games. Motives of the player are classified into six categories and the resulting Player Needs Inventory (PNI) is utilized in the close reading of a video game to identify how player motives are satisfied with different game user experience dimensions. Three patterns observed after the close reading are: (1) needs satisfied by a game is affected by the narrative of the game, the personality of the protagonist (role), and the social context the player finds himself in, (2) the needs for achievement and affiliation are more dominant than others in the form of fusions and subsidizations, and (3) a wide range of needs can be satisfied with carefully designed game mechanisms and a balanced player experience. Casting aside the motives of a player in the pregame phase and focusing on the motives of the player in the actual game phase, the Player Needs Inventory (PNI) presented in this study offers an analytical framework to understand player motives in video games and the conducted analysis may aid researchers interested in player experience. © 2022 Elsevier B.V., All rights reserved. | |
| dc.description.sponsorship | AREA 42 | |
| dc.description.sponsorship | et al. | |
| dc.description.sponsorship | EUROSIS | |
| dc.description.sponsorship | Ghent University | |
| dc.description.sponsorship | University of Skovde | |
| dc.description.sponsorship | University of Zilina | |
| dc.identifier.conferenceName | 23rd International Conference on Intelligent Games and Simulation, GAME-ON 2022 | |
| dc.identifier.conferencePlace | Lisbon | |
| dc.identifier.endpage | 47 | |
| dc.identifier.isbn | 9789492859228 | |
| dc.identifier.scopus | 2-s2.0-85143389144 | |
| dc.identifier.startpage | 41 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14719/9015 | |
| dc.language.iso | en | |
| dc.publisher | EUROSIS | |
| dc.subject.authorkeywords | Digital Games | |
| dc.subject.authorkeywords | Game Design | |
| dc.subject.authorkeywords | Player Experience | |
| dc.subject.authorkeywords | Player Motives | |
| dc.subject.authorkeywords | Player Needs | |
| dc.subject.authorkeywords | Game Design | |
| dc.subject.authorkeywords | Interactive Computer Graphics | |
| dc.subject.authorkeywords | Classifieds | |
| dc.subject.authorkeywords | Digital Games | |
| dc.subject.authorkeywords | Formal Approach | |
| dc.subject.authorkeywords | Player Experience | |
| dc.subject.authorkeywords | Player Motive | |
| dc.subject.authorkeywords | Player Need | |
| dc.subject.authorkeywords | Social Context | |
| dc.subject.authorkeywords | Users' Experiences | |
| dc.subject.authorkeywords | Video-games | |
| dc.subject.authorkeywords | Human Computer Interaction | |
| dc.subject.indexkeywords | Game design | |
| dc.subject.indexkeywords | Interactive computer graphics | |
| dc.subject.indexkeywords | Classifieds | |
| dc.subject.indexkeywords | Digital games | |
| dc.subject.indexkeywords | Formal approach | |
| dc.subject.indexkeywords | Player experience | |
| dc.subject.indexkeywords | Player motive | |
| dc.subject.indexkeywords | Player need | |
| dc.subject.indexkeywords | Social context | |
| dc.subject.indexkeywords | Users' experiences | |
| dc.subject.indexkeywords | Video-games | |
| dc.subject.indexkeywords | Human computer interaction | |
| dc.title | PLAYER NEEDS INVENTORY (PNI): AN ANALYTICAL FRAMEWORK FOR ANALYZING PLAYER MOTIVES IN VIDEO GAMES | |
| dc.type | Conference Paper | |
| dcterms.references | Journal of Mud Research, (1996), Well Played 3 0 Video Games Value and Meaning, (2011), Bostan, Barbaros, Player motivations: A psychological perspective, Computers in Entertainment, 7, 2, (2009), de Grove, Frederik, In Pursuit of Play: Toward a Social Cognitive Understanding of Determinants of Digital Play, Communication Theory, 24, 2, pp. 205-223, (2014), Elson, Malte, More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games, Journal of Communication, 64, 3, pp. 521-542, (2014), Introduction to Game Analysis, (2015), International Journal of Computer Information System and Industrial Management Applications, (2011), Jansz, Jeroen, Appeal of playing online first person shooter games, Cyberpsychology and Behavior, 10, 1, pp. 133-136, (2007), Lee, Doohwang, A socio-cognitive model of video game usage, Journal of Broadcasting and Electronic Media, 51, 4, pp. 632-650, (2007), Toward A Psychology of Being, (1968) | |
| dspace.entity.type | Publication | |
| local.indexed.at | Scopus | |
| person.identifier.scopus-author-id | 26664327800 | |
| person.identifier.scopus-author-id | 55440761300 |
