Publication:
PLAYER NEEDS INVENTORY (PNI): AN ANALYTICAL FRAMEWORK FOR ANALYZING PLAYER MOTIVES IN VIDEO GAMES

dc.contributor.authorBostan, Barbaros
dc.contributor.authorSezen, Digdem
dc.contributor.editorBarbas, H.
dc.contributor.editorGeril, P.
dc.contributor.institutionBostan, Barbaros, Department of Digital Game Design, Bahçeşehir Üniversitesi, Istanbul, Turkey
dc.contributor.institutionSezen, Digdem, School of Arts and Creative Industries, Teesside University, Middlesbrough, United Kingdom
dc.date.accessioned2025-10-05T15:22:07Z
dc.date.issued2022
dc.description.abstractFocusing 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.sponsorshipAREA 42
dc.description.sponsorshipet al.
dc.description.sponsorshipEUROSIS
dc.description.sponsorshipGhent University
dc.description.sponsorshipUniversity of Skovde
dc.description.sponsorshipUniversity of Zilina
dc.identifier.conferenceName23rd International Conference on Intelligent Games and Simulation, GAME-ON 2022
dc.identifier.conferencePlaceLisbon
dc.identifier.endpage47
dc.identifier.isbn9789492859228
dc.identifier.scopus2-s2.0-85143389144
dc.identifier.startpage41
dc.identifier.urihttps://hdl.handle.net/20.500.14719/9015
dc.language.isoen
dc.publisherEUROSIS
dc.subject.authorkeywordsDigital Games
dc.subject.authorkeywordsGame Design
dc.subject.authorkeywordsPlayer Experience
dc.subject.authorkeywordsPlayer Motives
dc.subject.authorkeywordsPlayer Needs
dc.subject.authorkeywordsGame Design
dc.subject.authorkeywordsInteractive Computer Graphics
dc.subject.authorkeywordsClassifieds
dc.subject.authorkeywordsDigital Games
dc.subject.authorkeywordsFormal Approach
dc.subject.authorkeywordsPlayer Experience
dc.subject.authorkeywordsPlayer Motive
dc.subject.authorkeywordsPlayer Need
dc.subject.authorkeywordsSocial Context
dc.subject.authorkeywordsUsers' Experiences
dc.subject.authorkeywordsVideo-games
dc.subject.authorkeywordsHuman Computer Interaction
dc.subject.indexkeywordsGame design
dc.subject.indexkeywordsInteractive computer graphics
dc.subject.indexkeywordsClassifieds
dc.subject.indexkeywordsDigital games
dc.subject.indexkeywordsFormal approach
dc.subject.indexkeywordsPlayer experience
dc.subject.indexkeywordsPlayer motive
dc.subject.indexkeywordsPlayer need
dc.subject.indexkeywordsSocial context
dc.subject.indexkeywordsUsers' experiences
dc.subject.indexkeywordsVideo-games
dc.subject.indexkeywordsHuman computer interaction
dc.titlePLAYER NEEDS INVENTORY (PNI): AN ANALYTICAL FRAMEWORK FOR ANALYZING PLAYER MOTIVES IN VIDEO GAMES
dc.typeConference Paper
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dspace.entity.typePublication
local.indexed.atScopus
person.identifier.scopus-author-id26664327800
person.identifier.scopus-author-id55440761300

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