Video Games and Virtual Environments

(2024) Are video games and school conflictual or complementary contexts for affording psychological need fulfillment? Implications for adolescents’ problematic gaming and school adjustment. Interacting with Computers, - ,iwae020

Pivetta, E., Costa, S.Marino, C.Bottesi, G. (2024) Unraveling the links between maternal and paternal parenting practices and adolescent problematic gaming: The mediating role of satisfaction and frustration of psychological needs. Psychology of Popular Media, Advance Online

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

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 ,103289

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

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

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

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.

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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