Virtual Environments and Video Games

 

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Featured Articles

  • Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014). Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal of Personality and Social Psychology, 106, 441-457. doi: 10.1037/a0034820
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Research Reports

  • Lyons, E. J. (2015). Cultivating engagement and enjoyment in exergames using feedback, challenge, and rewards. Games for Health Journal, 4, 12-18. doi: 10.1089/g4h.2014.0072
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  • Choi, J., Noh, G., & Park, D. (2014). Smoking cessation apps for smartphones: Content analysis with the self-determination theory. Journal of Medical Internet Research, 16 doi: 10.2196/jmir.3061
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  • Masur, P, K., Reinecke, L., Ziegele, M., & Quiring, O (2014). The interplay of intrinsic need satisfaction and facebook specific motives in explaining addictive behavior on facebook. Computers in Human Behavior, 39, 376-386. doi: 10.1016/j.chb.2014.05.047
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  • Williams, G. C., Niemiec, C. P., Elliot, A., La Guardia, J. G., Gorin, A. A., & Rigby, C. S. (2014). Virtual look AHEAD program: Initial support for a partly virtualized intensive lifestyle intervention in type 2 diabetes. Diabetes Care, 37, 169-170. doi: 10.2337/dc14-0831
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  • Moller, A. C., Majewski, S., Standish, M., Agarwal, P., Podowski, A., Carson, R., Eyesus, B., Shah, A., & Schneider, K. (2014). Augmented fantasy sports: Rationale and feasibility of leveraging online fantasy sports to promote physical activity. Journal of Internet Medical Research Serious Games, 4 doi: 10.2196/games.3691
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  • Akin, A. (2012). The relationships between internet addiction, subjective vitality, and subjective happiness. Cyberpsychology, Behavior, and Social Networking., 15, 404-410. doi: 10.1089/cyber.2011.0609
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  • Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2012). The ideal self at play: The appeal of video games that let you be all you can be. Psychological Science, 23, 69–76. doi: 10.1177/0956797611418676
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  • Peng, W., Lin, J., Pfeiffer, K., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame. Media Psychology, 15, 175-196. doi: 10.1080/15213269.2012.673850
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  • Patrick, H., & Canevello, A. (2011). Methodological overview of a self-determination theory-based computerized intervention to promote leisure-time physical activity. Psychology of Sport and Exercise, 12, 13-19.
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  • Wang, C. K., Liu, W. C., Chye, S., & Chatzisarantis, N. L. (2011). Understanding motivation in internet gaming among Singaporean youth: The role of passion. Computers in Human Behavior, 27, 1179–1184.
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  • Chen, K. C., & Jang, S. J. (2010). Motivation in online learning: Testing a model of self-determination theory. Computers in Human Behavior, 26, 741–752.
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  • Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60, 758–777. doi: 10.1111/j.1460-2466.2010.01513.x
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  • Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14, 154-166. doi: 10.1037/a0019440
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  • King, D., & Delfabbro, P. (2009). Motivational differences in problem video game play. Journal of CyberTherapy and Rehabilitation, 2, 139-149.
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  • Wang, C. K., Liu, W. C., & Khoo, A. (2009). The psychometric properties of Dispositional Flow Scale-2 in internet gaming. Current Psychology, 28, 194–201.
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  • Rigby, C. S., & Przybylski, A. K. (2009). Virtual worlds and the learner hero: How today's video games can inform tomorrow's digital learning environments. Theory and Research in Education, 7, 214-223.
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  • Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.
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  • Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12, 485-492.
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  • Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. CyberPsychology & Behavior, 11, 39-45.
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  • Ryan, R. M., Rigby, C. S., & Przybylski, A. K. (2006). Motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 347-365.
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Chapters, Overviews, and Commentaries

  • Bachman, C. M., & Stewart, C. (2011). Self-determination theory and web-enhanced course template development. Teaching of Psychology, 38, 180-188.
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  • Rigby, C. S., & Przybylski, A. K. (2009). Virtual worlds and the learner hero: How today's video games can inform tomorrow's digital learning environments. Theory and Research in Education, 7, 214-223.
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