It’s not the violence players value…

The next time a loved one brandishes a virtual shotgun in their favorite video game, take heart. That look of glee, says a new study fresh from the joint research lab of Immersyve and the University of Rochester, likely stems from the healthy pleasure of mastering a challenge rather than from a disturbing craving for carnage.   
            Research published online today in the Personality and Social Psychology Bulletin shows that, contrary to popular belief, violence does not make video games more enjoyable. The study by our research team found that for many people, gore actually detracts from a game’s “fun factor,” decreasing players’ interest and desire to purchase a game. When designing the next generation of video games, added the authors, developers should remember: blood does not help the bottom line.
             “For the vast majority of players, even those who regularly play and enjoy violent games, violence was not a plus,” explained Andrew Przybylski, a lead author of the study. “Violent content was only preferred by a small subgroup of people that generally report being more aggressive,” added Przybylski, however, even these hostile players did not report increased pleasure when playing more gruesome games.
            Through two online surveys and four experimental studies, we found that people stayed glued to games mainly for the feelings of challenge and autonomy they experience while playing. Both seasoned video gamers and novices preferred games where they could conquer obstacles, feel effective, and have lots of choices about their strategies and actions.
            These elements, said coauthor Richard Ryan, represent “the core reasons that people find games so entertaining and compelling. Conflict and war are a common and powerful context for providing these experiences, but it is the need satisfaction in the gameplay that matters more than the violent content itself.”
            Scott Rigby, president of Immersyve and a co-investigator in the study, said the findings should be of practical help to the game development industry. “Much of the debate about game violence has pitted the assumed commercial value of violence against social concern about the harm it may cause,” explained Rigby. “Our study shows that the violence may not be the real value component, freeing developers to design away from violence while at the same time broadening their market.”
            To assess players’ experiences on a wide variety of games, the authors conducted two survey studies involving 2,670 frequent video game players. Participants rated their current favorite games based on statements like “When moving through the game world, I feel as if I am actually there” and “I would buy a sequel to this game.” The surveys focused on players’ needs satisfaction, immersion, and enjoyment, based on a psychometric model developed by Immersyve called the Player Experience of Need Satisfaction (PENS). Respondents were 89 percent male and between 18 and 39 years of old.
            Four additional experimental studies involving more than  300 undergraduates allowed the investigators to study the effects of violence under controlled conditions.  In three of the tests, researchers modified the video programs to create violent or non-violent formats of the same game. One study used the commercially available game Half-Life 2 and assigned subjects to play either a bloody battle against computer-controlled adversaries or a low violence alternative, in which the robots were tagged and teleported serenely back to base. Another study using House of the Dead III varied the gore level from no blood to realistic wounds and graphic violence. A fourth experimental study took a closer look at subjects’ aggressive tendencies. Using a 29-item scale, including such statement as “Given enough provocation, I may hit another person” and “I sometimes feel like a powder keg ready to explode,” the study measured participants’ hostility before having them play the bloodier version of House of the Dead III.         
            Across all of the studies and both surveys, added violent content added little and in some cases detracted from the enjoyment reported by players. Violent content was preferred, though not enjoyed more, by a small subgroup of people who scored high in aggression traits.
            “Video games,” concluded the authors, “are enjoyable, immersive, and motivating insofar as they offer opportunities for psychological need satisfaction, specifically experiences of competence and autonomy, to which violent content per se is largely unrelated.”
                This same research team has been studying the factors that motivate people to play games of all types, both as casual players or intense long-term fans.  “Initially, many games are perceived as being fun,” Rigby says. “Much of our work is focused on understanding when games reach to deeper levels of satisfaction that often sustain engagement over time, and to identify both the healthy and unhealthy aspects of that play.” 

GDC 2009 - Immersyve will be presenting research on sustaining player engagement

Scott Rigby, Founder and President at Immersyve, will be giving a talk at the upcoming Game Developer’s Conference (GDC) in San Francisco, March 23rd-27th entitled “From First Date to a Committed Relationship: Designing for Engagement and Sustained Satisfaction.” 

The talk will present details and data from years of research at Immersyve looking at what matters most to sustaining player interest in games, and maximizing their enthusiasm and perceived value. Hope those attending the conference can make it! Here’s the scoop…. 


Session Description
Based upon multiple studies with over 10,000 gamers, this session defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need Satisfaction model (PENS) focuses specifically on experiences of competence, autonomy and relatedness satisfactions: 

* Autonomy experiences are shown to be directly related to opportunities for self-direction, and adjusted through various mechanisms (e.g. feature set, level geography). 
* Competence experiences relate to control mastery, density of feedback, and balancing challenge and dominance. 
* Relatedness satisfactions involve the quality of multiplayer interaction, but also to the manner in which NPCs are designed and communicate. 

Each of these intrinsic needs will be reviewed, alongside specific game examples, recommendations, and strategies for measurement.

Takeaway
Attendees will learn a deeper model of player satisfaction, as well as how to put it to use in their projects. They will take away a practical conceptual model of player motivation that is proven to relate directly to both commercial success and sustained engagement, and consequently can assist in the design, development, and assessment of successful projects. 

Moreover, they will leave with specific guidance on how to implement this model on their own projects, along with measurement strategies to collect data during development and to use that data to drive more successful decisions.