Entertainment and Media

Zhou, H.Hui, B. P. H.Yang, H. M.Wu, A. M. S. (2024) Can watching the World Cup make you mentally healthier? Positive associations between involvement in physical activities and flourishing were mediated by psychological need satisfaction. BMC Psychology, 12 ,Article number: 366

Martinez, A.Browne, L. J., Knee, C. R. (2024) Conceptualizing social media contingent self-esteem: Associations between echo chambers, contingent self-esteem, and problematic social media use. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 18(3) ,Article 2

Van de Casteele, M.Flamant, N.Ponnet, K., Soenens, B. (2024) Adolescents’ mental health in the social-media era: The role of offline and online need-based experiences. Journal of Adolescence, 96(3) ,612-631

Ballou, N.Denisova, A., Ryan, R. M., Rigby, C. S. (2024) The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences. International Journal of Human - Computer Studies, 188

Moller, A. C.Kornfield, R.Lu, A. S. (2024) Competition and digital game design: A self-determination theory perspective. Interacting with Computers, Advance online publication

Adachi, P. J. C., Rigby, C. S. (2023) In R. M. Ryan (Ed.), Captivated by meaning: A self-determination theory perspective on motivation for entertainment media. (pp. 959-977) Oxford University Press. doi: 10.1093/oxfordhb/9780197600047.013.48

Ballou, N.Deterding, S. (2023) ‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY) ,217-236

Welch, R. A.Fleming, R. A. (2022) The power of visual storytelling to create behavior-change in the workplace. The Journal of Applied Instructional Design, 11(4) ,54-62

Erdmann, E.Dienlin, T. (2022) Binge-watching, self-determination, and well-being: A partially successful direct replication and extension of Granow et al. (2018). Journal of Media Psychology: Theories, Methods, and Applications, 34(6) ,383-394

Bitrián, P.Buil, I.Catalán, S. (2021) Making finance fun: the gamification of personal financial management apps. International Journal of Bank Marketing, 39(7) ,1310-1332

Gorozidis, G. S.Tzioumakis, Y. S.Krommidas, C.Papaioannou, A. G. (2020) Facebook group PETCoN (Physical Education Teacher Collaborative Network). An innovative approach to PE teacher in-service training: A self-determination theory perspective. , 96 doi: 103184

Ryan, R. M., Rigby, C. S. (2020) Motivational foundations of game-based learning. In J. L. Plass, R. E. Mayer, & B. D. Homer, (Eds.), Handbook of game-based learning. , Handbook of game-based learning (pp. 153-176) Cambridge, MA: MIT Press.

Reer, F.Kramer, N. C. (2020) A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games. Entertainment Computing, 34 ,100353

Kim, D. D. E. (2020) The search for pleasure and meaning on TV, captured in-app: Eudaimonia and hedonism effects on TV consumption as self-reported via mobile app. Journal of Broadcasting & Electronic Media, 64(5) ,693-713

Przybylski, A. K., Weinstein, N. (2019) Investigating the Motivational and Psychosocial Dynamics of Dysregulated Gaming: Evidence From a Preregistered Cohort Study. Association for Psychological Science, 7(6) ,1257-1265

Keeny, J.S., Moller, A. C. (2019) Lessons learned during the development of an asynchronous, active video game intervention: Moving fantasy sports from sedentary to active. , Psychology of Sport & Exercise , 41 (pp. 200-210) doi: 10.1016/j.psychsport.2018.12.003

Adachi, P. J. C., Ryan, R. M.Frye, J.,McClurg, D. (2018) “I can’t wait for the next episode!” Investigating the motivational pull of television dramas through the lens of self-determination theory. Motivation Science, 4(1) ,78-94

Schneider, S.Nebel, S.Beege, M.Rey, G. D. (2018) The autonomy-enhancing effects of choice on cognitive load, motivation and learning with digital media. Learning and Instruction, 58 ,161-172

Reer, F.Kramer, N. C. (2018) Psychological need satisfaction and well-being in first-person shooter clans: Investigating underlying factors. Computers in Human Behavior, 84 ,383-391

Peters, D., Calvo, R. A., Ryan, R. M. (2018) Designing for motivation, engagement and wellbeing in digital experience. Frontiers in Psychology, 9 ,797

Rigby, C. S., Ryan, R. M. (2017) In L. Reinecke & M. B. Oliver (Eds.), Time wellspent? Motivation for entertainment media and its eudaimonic aspects through the lens of Self-Determination Theory. (pp. 34–48) New York, NY: Routledge/Taylor & Francis Group. doi: 10.4324/9781315714752.ch3

Adachi, P. J. C.Willoughby, T. (2017) The link between playing video games and positive youth outcomes. Child Development Perspectives, 11(3) ,202-206

Weinstein, N., Przybylski, A. K., (2017) A prospective study of the motivational and health dynamics of Internet Gaming Disorder. PeerJ, 5:e3838

Mackintosh, K.A., Standage, M.Stain, A.E.Lester, L. (2016) Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player Exergaming in Young Adults. Games for Health Journal, 5(6) ,375-381

Uysal, A.Yildirim, I. G (2016) In B. Bostan (Ed.), Self-determination theory in digital games. , Gamer psychology and behavior (pp. 123-135) Cham, Switzerland: Springer. doi: http://www.springer.com/us/book/9783319299037

Ferguson, R.Gutberg, J.Scattke, K.Paulin, M. (2015) Self-determination theory, social media and charitable causes: An in-depth analysis of autonomous motivation. European Journal of Social Psychology, 45(3) ,298-307

Burger, C.Eden, A.Van Engelenburg, M. D.Buningh, S. (2015) How feedback boosts motivation and play in a brain-training game. Computers in Human Behavior, 48 ,94-103

Williams, G. C., Niemiec, C. P.Elliot, A., La Guardia, J. G. (2014) Virtual look AHEAD program: Initial support for a partly virtualized intensive lifestyle intervention in type 2 diabetes. , Diabetes Care , 37 (pp. 169-170) doi: 10.2337/dc14-0831

Rigby, C. S. (2014) Gamification and Motivation. In S. P. Walz & S. Deterding (Eds.), The Gameful World. , The Gameful World (pp. 113-138) MIT Press Books.

Moller, A. C.Majewski, S.Standish, M.Agarwal, P. (2014) Augmented fantasy sports: Rationale and feasibility of leveraging online fantasy sports to promote physical activity. Journal of Internet Medical Research Serious Games, 4

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

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

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

Przybylski, A. K., , DeHaan, C. R.Gladwell, V. (2013) Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29 ,1841–1848

Shen, Cai-XiaLiu, Ru-DeWang, Dan (2013) Why are children attracted to the Internet? The role of need satisfaction perceived online and perceived in daily real life. Computers in Human Behavior, 29 ,185 - 192

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

Przybylski, A. K., Weinstein, N., , Lynch, M. F. (2012) The ideal self at play: The appeal of video games that let you be all you can be. Psychological Science, 23 ,69–76

Rigby, C. S., Ryan, R. M. (2011) Glued to games: How video games draw us in and hold us spellbound. Santa Barbara, California: Praeger

Sheldon, K. M.Abad, N.Hinsch, C. (2011) A two-process view of Facebook use and relatedness need-satisfaction: Disconnection drives use, and connection rewards it. Psychology of Popular Media Culture, 1 ,2-15

Wang, C. K. J., 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

Tamborini, R.Grizzard, M.Bowman, N. D.Reinecke, L. (2011) Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs. Journal of Communication, 61 ,1025-1042

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 (pp. 13-19)

Tamborini, R.Bowman, N. D.Eden, A.Grizzard, M. (2010) Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60 ,758–777

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

Przybylski, A. K., Rigby, C. S., Ryan, R. M. (2010) A motivational model of video game engagement. Review of General Psychology, 14 ,154-166

Wang, C. K. J.Liu, W. C.Khoo, A. (2009) The psychometric properties of Dispositional Flow Scale-2 in internet gaming. Current Psychology, 28 ,194–201

Przybylski, A. K., Ryan, R. M., Rigby, C. S. (2009) The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35(2) ,243-259

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

King, D.Delfabbro, P. (2009) Motivational differences in problem video game play. Journal of CyberTherapy and Rehabilitation, 2 ,139-149

Wang, C. K. J.Khoo, A., Liu, W. C.Divaharan, S. (2008) Passion and intrinsic motivation in digital gaming. CyberPsychology & Behavior, 11 ,39-45

Richard, R. M.Rigby, C. S.Przybylski, A. (2006) Motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30 ,347-365

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