Cited by 363Digital Games and MediaImpact of Technology on AdolescentsEducational Games and Gamification

Glued to Games: How Video Games Draw Us In and Hold Us Spellbound

Rigby, Scott, Ryan, Richard M.·2011

Abstract

This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Integrity signals

Registry

Crossref · 10.5040/9798400658105

Cites

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  • Too much engagement can crowd-out healthy activities to the detriment of overall wellbeing.

    “Indeed, as studies in video games (Rigby and Ryan, 2011) and media consumption (Hefner and Vorderer, 2017) confirm, too much engagement can crowd-out healthy activities to the detriment of overall wellbeing.”

    From Designing for Motivation, Engagement and Wellbeing in Digital Experience (2018) · cites this paper as Rigby and Ryan, 2011

  • Intuitive design of controls, and density and clarity of feedback all impact engagement via increased competence.

    “Rigby and Ryan (2011) detail how the intuitive design of controls, and the density and clarity of feedback all impact engagement via increased competence.”

    From Designing for Motivation, Engagement and Wellbeing in Digital Experience (2018) · cites this paper as Rigby and Ryan (2011)

  • Variations in video game feature design impact a user's sense of autonomy and competence during play, which in turn determine to what extent users engage with and enjoy a technology.

    “Studies by Rigby and Ryan (2011) provide some examples of interface-based need satisfaction that show how variations in video game feature design impact a user's sense of autonomy and competence during play which in turn determine to what extent users engage with and enjoy a technology.”

    From Designing for Motivation, Engagement and Wellbeing in Digital Experience (2018) · cites this paper as Rigby and Ryan (2011)

  • SDT researchers have worked with game designers to increase user engagement in digital games.

    “This is precisely how SDT researchers have worked with game designers to increase user engagement in digital games (see Rigby and Ryan, 2011; Przybylski et al., 2014).”

    From Designing for Motivation, Engagement and Wellbeing in Digital Experience (2018) · cites this paper as Rigby and Ryan, 2011

  • The PENS has been used to assess the experience of need satisfaction and user experience in video game contexts and has been refined in its ongoing use.

    “The PENS has been used to assess the experience of need satisfaction and user experience in video game contexts and has been refined in its ongoing use (see Rigby and Ryan, 2011).”

    From Designing for Motivation, Engagement and Wellbeing in Digital Experience (2018) · cites this paper as Rigby and Ryan, 2011

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Authors
Rigby, S., & Ryan, R. M.
Publisher
ABC-CLIO, LLC
Published
2011
OpenAlex
W4389554327
Cited by
362
References
0
Citations by year
2026: 37 · 2025: 30 · 2024: 32 · 2023: 40 · 2022: 38 · 2021: 40 · 2020: 19 · 2019: 19 · 2018: 28 · 2017: 10 · 2016: 26 · 2015: 15 · 2014: 15 · 2013: 6 · 2012: 6
FWCI
11.18
Type
book
Language
en
Open access
closed
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
video games, play motivation, player experience, motivation theories, game design

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