Downloads
Here are some files (presentations, white papers, research) on Immersyve’s work, available for your personal use:
- San Francisco GDC (March, 2009) Presentation (Scott Rigby): “From First Date to Committed Relationship: Designing for Engagement and Sustained Satisfaction” (PPT 2007 presentation deck: 3.9MB) OR (PPT 2003 presentation deck: 7.9MB)
Description: Based upon multiple studies with over 15,000 gamers, this presentation 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. Game examples and strategies for maximizing these satisfactions are discussed.
- The Player Experience of Need Satisfaction (PENS) (v2 2007) (white paper pdf: 2.1MB)
Description: This white paper reviews our underlying need satisfaction model and its application. We generally try to update this paper every 18-24 months with our latest research information. This version was updated in Sept, 2007 (we know…we’re due for an update)
- Austin GDC (September, 2009) Presentation (Scott Rigby): “Finding the Right Rewards to Sustain Player Engagement: A Close-Up Look at the RPG” (PPT 2007 presentation deck: 4.7MB) OR (PPT 2003 presentation deck: 10.3MB)
Description: Rewards are a cornerstone of design and a critical element of a game’s ability to sustain relationships with players. This presentation covers in-depth motivational research on reward mechanisms in games, specifically highlighting the different kinds of motivations (extrinsic and intrinsic) that different strategies can support. Recommendations are made for focusing on the intrinisic motivation that longitudinal data shows is more strongly related with customer value, enthusiasm, and long-term engagement.
- LOGIN (May, 2009) Presentation (Scott Rigby): “The Real Value of Violence: Helping and Hurting the Player Experience and the Bottom Line” (PPT 2007 presentation deck: 7.2MB) OR (PPT 2003 presentation deck: 12.8MB)
Description: Video games often involve violent themes and content. Even though this puts such games “in the crosshairs” of parents, teachers, and policy makers, developers keep turning them out because players love them. But interestingly, little research has been done regarding the actual value of violent content, either to player enjoyment or a game’s bottom line. This presentation for developers reviews research from six studies that examine the question of the “value of violence.”
Other References
Immersyve regularly tests its model in various domains to advance the applied science of motivation in interactive technology, such as video game play, websites, and other interactive products and services. These studies are generally published through scientific journals which hold the copyright to the text/.pdf’s, but feel free to request a copy from us for personal use. Some recent publications include:
- Rigby, S., & Przybylski, A. (2009). “Virtual Worlds and the Learner Hero: How Today’s Video Games Can Inform Tomorrow’s Digital Learning Environments.” Theory and Research in Education, Vol. 7, No. 2
- Ryan, R., Rigby S., & Przybylski, A. (2006). “The Motivational Pull of Video Games: A Self-Determination Theory Approach”. Motivation and Emotion, Springer Science
- Przybylski, A., Ryan, R., Rigby, S. (2009). “The Motivating Role of Violence in Video Games”. Personality and Social Psychology Bulletin, Vol. 35, No. 2
Also feel free to contact us with questions or to request further information on our research and services for developers and researchers.