Nick do we enjoy them so much? In ‘The

Nick Yee is a scientist who made
some of the first steps in how to go about studying motivation. He found three
key components when looking at the reasons for continued motivation, not unlike
Ryan and Deci’s ‘Self Determination Theory’. The first of these reasons being
the achievement component that consists of the wish to advance in the game, the
interest in the rules and system, and the desire to compete with others, this
relates to competence in the Self Determination
Theory. After this comes the social component, which is the want to talk
and connect with others, form friendships, and the longing to be part of a
group effort, again correlating with the relatedness psychological need in the
‘Self Determination Theory’. The last of these components is immersion, which
is similar to the idea of escapism in that you are extremely invested in the
characters and unique story, this is often intensified with the ability to customise
your character and with the availability of a wide range of influential
choices.

                                                                                                   

Games are helping to develop many
fields such as education, healthcare and work satisfaction. “Gamification” is a
word often used to describe the use of motivational aspects of gaming in
business and in other areas. “The
review indicates that gamification provides positive effects,” says Juho Hamari
and Jonna Koivisto in their review, ‘Does gamification work?’

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Games are similar to work, so why do
we enjoy them so much? In ‘The Labor of Fun: How Video Games Blur the
Boundaries of Work and Play’ Nick Yee makes the connection between games and
work. He states that games are often framed as sites of play and entertainment,
but underneath there is a staggering amount of work being done that goes
unnoticed. Users generally spend around 20 hours a week in online games, and
many players describe this as obligation before enjoyment. In many games
particularly the survival genre the majority of time played goes into “farming”,
meaning the collection resources to be able to advance further in the
game.  “Using well-known behaviour conditioning principles, video
games are inherently work platforms that train us to become better
game-workers.”

 

An argument for difference
between work and games is that it is simply the fictionalization itself that
separates the two. A games narrative and design make our choices feel important
and significant enough to invest in the game emotionally keeping us playing or
“working”. Many people view games as the antithesis of work socially, seeing it
as leisure or even as an indifferent laziness, but some sociologists believe
that games can be the idealisation of work. Andrew Przybylski, a lecturer at the University of Essex, says “Most
people find work rewarding; we have built-in emotional reward centres that
encourage us to complete tasks”. This idea that work for most is rewarding in
the same way as games are, supports Scott Rigby and Immersyve as
it is very close in theory to their concept of there being three basic
psychological needs that are fulfilled when playing