
沉迷游戏
Glued to games
Scott Rigby · 初版 2011 年
2人推荐
2位读者提及
3次提及
本书提供了一种切实而有力的方法,用以理解玩电子游戏的心理吸引力与强烈动机。电子游戏已经走过了漫长的道路,从雅达利发出叮当声的单色 Pong,到 Grand Theft Auto 刺目的混乱场面,再到 Beatles Rock Band 的时尚洗练。如今沉迷其中的不再仅仅是青少年,无论是年轻还是年长的受众似乎都欲罢不能。然而,尽管“电子游戏成瘾者”已成为一个常用词,但这些游戏真的会在生理和心理上令人上瘾吗?伴随着高达数十亿美元的电子游戏销售额,以及对其长期影响的深深忧虑
Hacker News 上怎么说
正在加载完整评论……
……核心都在于用紧凑的反馈闭环来激发内在动力。自我决定论(SDT)和赖斯的16种基本欲望理论为理解游戏提供了好得多的分析框架。Rigby 和 Ryan 的《Glued to Games》探讨了 SDT,而 Radoff 的《Game On》有一节专门讲这16种动力。对于任何想达成游戏化预定目标、又担心怎么做才不会跑偏的人,大概都应该读读……
…all about feeding intrinsic motivation with tight feedback loops. Self-determination theory and Reiss' 16 Intrinsic Motivations provide much better frameworks for understanding games. Rigby and Ryan's Glued to Games looks at SDT, and Radoff's Game On has a section of the 16 motivations. For anyone interested in achieving the stated goals of gamification, but is concerned on how to do it right, should probably read…
……玩了很多。多到我自己都不好意思承认。有一天我对游戏开发本身产生了兴趣,开始阅读关于我们为什么玩电子游戏的心理学内容。我被一本叫《Glued to Games》[1]的书迷住了,它从自我决定论的角度来审视这个问题。书中指出,我们玩游戏是为了满足人类对自主感、胜任感和归属感的基本需求。随着我阅读这本……
…played a lot. More than I care to admit. One day I became interested in game development itself, and started reading about the psychology of why we play video games. I became fascinated by a book called "Glued to Games"[1], which looked at the question through the lens of self-determination theory. It suggested that we play games to satisfy our basic human needs for autonomy, competence, and relatedness. As I read the…
你首先得定义到底什么让游戏变得“好玩”。《Glued to Games》(Ryan & Rigby, 2011)中概述的理论表明,我们觉得“好玩”的游戏,实际上是在满足我们对胜任感、自主感和归属感的基本需求。如果你通过打电子游戏来满足自己的胜任感需求……
You have to first define what makes a game “fun”. The theory outlined in Glued to Games (Ryan & Rigby, 2011) suggests that games we perceive as “fun” are actually satisfying our basic needs for competence, autonomy, and relatedness. If you satisfy your need for competency by playing video…