This is an unfortunate gap in our understanding of the player-computer interaction, as motivational regulations have been found to determine to what extent people experience positive emotions and need satisfaction, as well as how persistently they engage in a behavior ( Neys et al., 2014). However, while concepts from motivational psychology, particularly Self-Determination Theory (SDT, Deci and Ryan, 2000), commonly inform research on player experience ( Tyack and Mekler, 2020) and game analytics (e.g., Canossa et al., 2013 Melhart et al., 2019), the notion of motivational regulation ( Deci and Ryan, 2000)has received limited attention in the context of games ( Tyack and Mekler, 2020). In turn, people's motivation for playing games shapes their player experience and in-game behavior (e.g., Yee et al., 2012 Canossa et al., 2013 Schaekermann et al., 2017 Melhart et al., 2019), as well as their well-being ( Przybylski et al., 2009 Vella et al., 2013 Perry et al., 2018). Our findings provide insights into the interplay of player motivation, experience, and in-game behavior, contributing to a more nuanced understanding of player-computer interaction.įor many people, playing games is one of the most rewarding and motivating activities. This strengthens the notion that differences in experiences are not necessarily reflected in differences in behavioral game metrics. With regards to game metrics, minor differences in the rate of assists in unranked matches and performance indicators were observed between profiles. Players of the “Amotivated” and “External” profile derive less enjoyment, experience more negative affect and tension, and score lower on vitality, indicating game engagement that is potentially detrimental to players' well-being. While the more self-determined profiles “Intrinsic” and “Autonomous” report mainly positive experience-related outcomes, a considerable part of the player base does not. Based on the motivational regulations posited by Self-Determination Theory and Latent Profile Analysis, we identify four distinct motivational profiles, which differ with regards to player experience and, to a lesser extent, in-game behavior. We present the results of a cross-sectional study with data from 750 players of League of Legends, a popular Multiplayer Online Battle Arena game. Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. 7Department of Computer Science, Aalto University, Espoo, Finland.6Faculty of Computer Science, University of Vienna, Vienna, Austria.5AIT Austrian Institute of Technology GmbH, Vienna, Austria.4Institute of Art and Technology, University of Applied Arts Vienna, Vienna, Austria.3Faculty of Business and IT, Ontario Tech University, Oshawa, ON, Canada.2Department of Industrial Design, Eindhoven University of Technology, Eindhoven, Netherlands.1Human-Computer Interaction Research Group, Department of Psychology, Center for General Psychology and Methodology, University of Basel, Basel, Switzerland. Florian Brühlmann 1 *, Philipp Baumgartner 1, Günter Wallner 2,3,4, Simone Kriglstein 5,6 and Elisa D.
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