The DOI matches its Crossref record.
Glued to Games: How Video Games Draw Us In and Hold Us Spellbound
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.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“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
In the citing paper
“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)
In the citing paper
“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)
In the citing paper
“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
In the citing paper
“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
In the citing paper
“In this sense, constructive competition has the potential to foster feelings of relatedness, thereby enhancing intrinsic motivation (Rigby and Ryan 2011).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Rigby and Ryan 2011
In the citing paper
“In the broader context of games, collaboration has the potential to affect the needs for both relatedness and competence (Rigby and Ryan 2011).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Rigby and Ryan 2011
In the citing paper
“Collaboration-as well as competition augmented by aspects of collaboration (i.e., constructive competition)-can have additional beneficial effects on intrinsic motivation when compared with solitary engagement in an activity; as in cases of collaboration and competition augmented by aspects of collaboration, the need for relatedness is fostered additionally.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Rigby and Ryan 2011
In the citing paper
“Mere competition, however, can thwart feelings of relatedness when the goal is to defeat each other rather than to improve skills together (see Rigby and Ryan 2011).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Rigby and Ryan 2011
In the citing paper
“The mechanisms that are supposed to be at work according to self-determination theory (Rigby and Ryan 2011) were not fully supported in this analysis.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Rigby and Ryan 2011
In the citing paper
“As Rigby and Ryan (2011) pointed out, satisfying the need for relatedness, especially in competitive situations, largely depends on how competition is experienced.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Rigby and Ryan 2011
In the citing paper
“However, these needs accomplish the same effect when playing video games (Rigby & Ryan, 2011) and therefore, it might be explained that autonomously perceived motivation is associated with study satisfaction in the dimension of coping in the context of learning with badges and progress bars.”
From Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study (2018) · cites this paper as Rigby & Ryan, 2011
Citations
Cites
Still being checked.
Cited by
Sorted by citations
Items 301–363 of 363
Gamification: eine neue Chance auch für effektiveres Fundraising
Fleisch, H. (2020) · Springer eBooks · doi:10.1007/978-3-658-18211-3_31
Love at Second Sight: A Closer Look at Secondhand Market in Video Game IndustryPreprint
Kim, A., Saha, R. L., & Khern-am-nuai, W. (2019) · SSRN Electronic Journal · doi:10.2139/ssrn.3487397
Spielerisch Motivation verstärken – Gamification in Handlungsfeldern der Sozialen Arbeit
Löhner, B. (2021) · Perspektiven Sozialwirtschaft und Sozialmanagement · doi:10.1007/978-3-658-32556-5_15
Yadav, A. P. (2022) · Smart innovation, systems and technologies · doi:10.1007/978-981-16-9272-7_16
Using Gamification and Serious Games to Design a New Curriculum
Tinç, K., & Karadayı, M. G. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch017
Gamification: eine neue Chance auch für effektiveres Fundraising
Fleisch, H. (2020) · Springer Reference Wirtschaft · doi:10.1007/978-3-658-08461-5_31-1
Lampert, C., & Tolks, D. (2022) · Springer Reference Pflege, Therapie, Gesundheit · doi:10.1007/978-3-662-62800-3_48-1 · Cited by 1
Schöb, S., Koschorreck, J., Biel, C., & Brandt, P. (2022) · Springer eBooks · doi:10.1007/978-3-658-35059-8_13
Neue Möglichkeiten zur Bewältigung von Verlusterfahrungen durch app-basierte Co-Creation Prozesse
Ruckau, S., Heß, J., & Rösch-Lehmann, A. (2022) · Markenkommunikation und Beziehungsmarketing · doi:10.1007/978-3-658-38366-4_14
Deploying Gamification Design to Promote Student Interaction in an Online Course
Cheng, J., Chen, Y., & Zhang, L. (2023) · Springer eBooks · doi:10.1007/978-3-319-17727-4_182-1
User Experience and Learning Evaluation in Virtual Training of Critical Activities
de Geus, K., Scheer, S., de Faria, A. P., & dos Santos, R. C. R. (2023) · Advances in game-based learning book series · doi:10.4018/978-1-6684-9166-9.ch008
Lampert, C., & Tolks, D. (2023) · Springer Reference Pflege, Therapie, Gesundheit · doi:10.1007/978-3-662-67055-2_48
A Survey About the Gamification of the Relations Among Companies and Stakeholders
Braga, A. M. M., & Vieira, P. (2023) · Advances in marketing, customer relationship management, and e-services book series · doi:10.4018/978-1-6684-8984-0.ch011
Norman, M. R. M., & Canossa, A. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-48050-8_24
Uysal, A., & Kosa, M. (2024) · Springer eBooks · doi:10.1007/978-3-031-23161-2_134
Vukojević, B., & Španović, M. (2023) · Društvene i humanističke studije · doi:10.51558/2490-3647.2023.8.3.693
Open Badges, Gamification and Learning Analytics
Schoenenberger, H. (2024) · Springer eBooks · doi:10.1007/978-3-031-37813-3_4
Design and Implementation of a Collaborative Task Assistance Mobile Application with Reward System
Singh, N., Chadha, R., Singla, S., Kandhouva, S., & Shrivastava, V. (2024) · International Conference on Computational Intelligence and Communication Technologies (CCICT) · doi:10.1109/ccict62777.2024.00099
Offene Abzeichen, Gamifikation und Lernanalysen
Schoenenberger, H. (2024) · Springer eBooks · doi:10.1007/978-3-658-39655-8_4
Gamification: eine neue Chance auch für effektiveres Fundraising
Fleisch, H. (2024) · Springer eBooks · doi:10.1007/978-3-658-33765-0_31
Regudon, L. M., & Leal, J. I. C. (2025) · International Journal of Research Studies in Education · doi:10.5861/ijrse.2025.25830
RetractedMaingi, J. M., Maroko, M. G., & Nyutu, J. G. (2025) · International Journal for Innovation Education and Research · doi:10.31686/ijier.vol12.iss4.4235
Liang, D. (2025) · Economics & Business Management · doi:10.63313/ebm.9038
Kessner, T. M., Scianna, J., & Harris, L. M. (2025) · Journal of the Learning Sciences · doi:10.1080/10508406.2025.2544622
Virtual reality and immersive theatre experiences: an internal motivation study
Ren, X., Zhu, Y., Xu, J., & Yim, J. (2026) · Virtual Reality · doi:10.1007/s10055-026-01399-y
Scuotto, C., Sapone, C., & Triberti, S. (2025) · Communications in computer and information science · doi:10.1007/978-3-032-05778-5_7
An Applied Study on the Relationship between Digital Media Literacy and Video Game Playing Behaviour
Görpe, F., & Aydın, D. (2025) · Media Literacy and Academic Research · doi:10.34135/mlar-25-02-11
Achievement Motivation, Meaning in Life, and Well-Being Among Video Game Players
Wierzbicki, M., & Rodzeń, W. (2026) · Brain Sciences · doi:10.3390/brainsci16010086
SUN, D., & Kim, M. H. (2025) · Korean Journal of Leisure, Recreation & Park · doi:10.26446/kjlrp.2025.12.49.4.97
Gronseth, S. L., McNeil, S., & Lopez, M. Y. (2026) · Educational Technology Research and Development · doi:10.1007/s11423-026-10591-5
Gamifying Loyalty and AI as a Catalyst for Customer Engagement and Retention
Pushpalatha, S., & Duraipandian, R. (2026) · Advances in computational intelligence and robotics book series · doi:10.4018/979-8-3373-3486-8.ch007
Motivation and Game Elements in Gamification
Kurni, M., Krishnamaneni, R., & G., S. K. (2026) · Springer eBooks · doi:10.1007/978-3-032-04718-2_7
Oyun ve Anlam: Oyuncu Beklenti ve Deneyimlerinin Analizi
Aker, Ç. (2025) · Galatasaray Üniversitesi İleti-ş-im Dergisi · doi:10.16878/gsuilet.1791287
Das, D., Munnukka, J., & Niininen, O. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.108982
Leveling Up UX Methods: An Interactive Archive for UX Methodologies in Gameful Design
Bassanelli, S., Bolognesi, E., Ceccherini, T., Bucchiarone, A., & Marconi, A. (2026) · International GamiFIN Conference (GamiFIN) · doi:10.1145/3789624.3789653
Birnstiel, S., Dümler, B., & Morschheuser, B. (2026) · Games Research and Practice · doi:10.1145/3803415
Jedel, I., & Palmquist, A. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791046
Ortet, C. P., Costa, L. V., & Veloso, A. I. (2026) · SN Computer Science · doi:10.1007/s42979-026-05072-8
Cho, Y., Lee, S., Lim, W., & Song, Y. (2026) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-026-01677-5
Gamification in education: Enhancing student engagement using AI and ML techniques
NAZAROV, A., Абриевич, Ю. И., Jurayev, B., Sayitkhonov, A., Kayumov, B., & Urinova, O. (2026) · AIP conference proceedings · doi:10.1063/5.0330250
Beyond Interaction Volume: Platform Visibility and Engagement Quality in Digital Game Consumption
Liu, K., Xing, Z., & Chen, H. (2026) · Journal of theoretical and applied electronic commerce research · doi:10.3390/jtaer21070205
A Qualitative Exploration of Need Frustration in Esports Participation
Liu, M. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2026.2695937
Do Control Input Metrics Capture Game Feel and Skill-Challenge Balance?
Piitulainen, R., Bennett, D., & Mekler, E. D. (2026) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3831322
Song, M., Wu, Z., & Sun, L. (2026) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-026-01692-6
Zeng, M., Liu, W., & Zheng, Y. (2026) · Information · doi:10.3390/info17070678
Mantri, P., Thomas, J., & Williams, J. R. (2026) · Lecture notes in networks and systems · doi:10.1007/978-3-032-20642-8_5
Matthews, K., Matthews, J., Davies, J. E., Waddington, M., & Silva, A. D. (2026) · MedEdPublish · doi:10.12688/mep.21445.1
Bradt, L., Vansteenkiste, M., de Casteele, M. V., Zaman, B., Grosemans, E., Cock, R. D., & Soenens, B. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.109140
Confessor, B., Perusquía-Hernández, M., Liew, K., Siriaraya, P., Matsuda, Y., Kimura, E., Hirao, Y., Uchiyama, H., & Kiyokawa, K. (2026) · PLOS mental health. · doi:10.1371/journal.pmen.0000517
Williams, A., Wadsworth, D. D., & Geetha, T. (2026) · Frontiers in Public Health · doi:10.3389/fpubh.2026.1881720
Gamification in E-Commerce—Conversion Rates and Shopping Cart Abandonments
Perret, J. K., Wolf, N., & Moss, C. (2026) · Information · doi:10.3390/info17090848
Saha, S., Singh, M. K., & Choudhary, P. K. (2026) · IGI Global eBooks · doi:10.4018/979-8-2600-1771-5.ch005
Design and implementation of gamified web based active learning in corporate education
Lee, J. (2026) · Discover Education · doi:10.1007/s44217-026-02034-3
Beyond Entertainment: A Systematic Review of the Evidence on Video Game-Based Learning
Sánchez-Trejo, J., Montanero, M., & Sánchez, M. J. F. (2026) · Education Sciences · doi:10.3390/educsci16091496
En Son Oyun Etkileşimi Zorluk Ölçeği (ESOEZÖ): Türkçe’ye Uyarlama, Geçerlik ve Güvenirlik Çalışması
Ermiş, K., & Özkök, G. A. (2026) · Journal of Computer and Education Research · doi:10.18009/jcer.1818799
The role of gameful learning in supporting learner autonomy: a scoping review
Smith, A., Galeote, D. F., Legaki, N.-Z., & Hamari, J. (2026) · Cogent Education · doi:10.1080/2331186x.2026.2727760
Oyunlaştırılmış Fen Öğretimi: Kuramdan Uygulamaya
ÖZCAN, H. (2026) · Özgür Yayınları eBooks · doi:10.58830/ozgur.pub1542.c6246
Neto, F. A. L., da Silva, E. J. L. A., de Araújo, C. S., & Júnior, J. M. D. S. (2026) · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) · doi:10.5753/sbgames.2026.25615
Metadata
- Authors
- Rigby, S., & Ryan, R. M.
- ORCID
- Ryan, Richard 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review