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PSYCHOLOGY OF EMOTIONS, MOTIVATIONS AND ACTIONS P G SYCHOLOGY OF AMING YOUNGKYUN BAEK EDITOR New York Copyright © 2013 by Nova Science Publishers, Inc. All rights reserved. No part of this book may be reproduced, stored in a retrieval system or transmitted in any form or by any means: electronic, electrostatic, magnetic, tape, mechanical photocopying, recording or otherwise without the written permission of the Publisher. For permission to use material from this book please contact us: Telephone 631-231-7269; Fax 631-231-8175 Web Site: http://www.novapublishers.com NOTICE TO THE READER The Publisher has taken reasonable care in the preparation of this book, but makes no expressed or implied warranty of any kind and assumes no responsibility for any errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of information contained in this book. 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If legal or any other expert assistance is required, the services of a competent person should be sought. FROM A DECLARATION OF PARTICIPANTS JOINTLY ADOPTED BY A COMMITTEE OF THE AMERICAN BAR ASSOCIATION AND A COMMITTEE OF PUBLISHERS. Additional color graphics may be available in the e-book version of this book. Library of Congress Cataloging-in-Publication Data Psychology of gaming / Editor, Youngkyun Baek, Educational Technology and Game Studio, Boise State University. pages cm Includes index. ISBN: (cid:28)(cid:26)(cid:27)(cid:16)(cid:20)(cid:16)(cid:25)(cid:21)(cid:23)(cid:20)(cid:26)(cid:16)(cid:24)(cid:27)(cid:23)(cid:16)(cid:27) (eBook) 1. Game theory--Psychological aspects. 2. Games--Psychological aspects. I. Baek, Youngkyun. HB144.P79 2013 519.3'2--dc23 2012047143 Published by Nova Science Publishers, Inc. † New York CONTENTS Preface vii Chapter 1 Psychological Game Theory and the Role of Beliefs 1 Tassos Patokos Chapter 2 Emotional Gaming 11 Filipa Madeira, Patrícia Arriaga, Joana Adrião, Ricardo Lopes and Francisco Esteves Chapter 3 The Taxonomy and Design Criteria for Health Game Design in the Elderly 31 Linda R. Harley, Laura Levy, Maribeth Gandy, Simeon D. Harbert and Doug F. Britton Chapter 4 The GlobalEd 2 Game: Developing Scientific Literacy Skills through Interdisciplinary, Technology-Based Simulations 65 Kimberly A. Lawless, Scott W. Brown, Mark A. Boyer, Kamila Browdowinska, Lisa Lynn, GenaKhodos, Mariya Yukhymenko, Gregory Mullin and Lindsey Le Chapter 5 Rethinking Fantasy As a Contributor to Intrinsic Motivation in Digital Gameplay 83 Beomkyu Choi and Youngkyun Baek Chapter 6 Indigenous Australian Gamblers and Their Help-Seeking Behavior 93 Helen Breen, Nerilee Hing, Ashley Gordon and Louise Holdsworth Chapter 7 Psychological Factors on Collaborative Gaming 121 M. Romero Chapter 8 Game Changing: Developing Meet the Earthworks Builders 135 Michelle Aubrecht and Christine Ballengee-Morris Index 151 PREFACE 1. PSYCHOLOGY OF GAMING Society needs to have a better understanding of why people enjoy certain digital games so much because the increase in gaming among youth and adults has grown exponentially in recent years. Gamers share a similar feeling of euphoria while they are completely caught up in a game. When gamers are completely focused on playing they tend to forget all other things around them. In order to fully understand why gamers enjoy certain games I began to look at what lies below the surface and try to see them as a fellow gamer and researcher on gaming. On-line games have unique formats. They can be played against other people, against yourself, against a computer, or perhaps even against the forces of nature. Computer games also have goals with set rules in common so that gamers can follow the sequence of events in order to gain the most enjoyment and of course trigger a desire to continue the game. When playing a game, gamers are learning details such as the rules, what it takes to win, and how to continue the game. There are several types of experiences that all gamers go through while playing a game. Among these experiences, there is competition, the element of chance, a feeling of vertigo, and make-believe as suggested by Caillois (1961). These activities give players engagement and pleasure. Thus, people who have played games can most likely relate to this feeling of engagement and enjoyment that Csíkszentmihályi (2008) calls, “flow” which is the state of "being completely involved in an activity for its own sake”. The feeling is very pleasurable and I believe this state of “flow” is closely related to the question of why people play games. I am also interested in what makes people continue to play games? A seminal book on game behavior written by psychiatrist Eric Berne (1964), Games People Play is the most accessible and insightful book ever written about behavior patterns that reveal hidden feelings and emotions when playing games. Berne’s work shows the underlying motivations behind our relationships and provides the keys to unlock the psychology of others and ourselves. Based on Berne’s explanation of game behavior, the psychology of gaming is defined as a study of human behavior associated with digital gaming. This study specifically includes causes and effects of digital gaming, and personality traits associated with gaming. viii Youngkyun Baek 2. RESEARCH IN THIS FIELD This section is divided into three main areas of research on gaming. This first section includes a summary of recent psychological studies and results on digital gaming. One of the most active areas of research on digital gaming is the psychological perspective of what makes people play games. The second area includes summarized positive effects of gaming and the third section is about the negative effects of gaming. Motivators to gameplay: People play games to have an optimal experience or flow. An optimal experience is one of the fundamental reasons for people’s gameplay. Flow in gameplay helps foster an enjoyable experience increasing motivation and enticing players to continue playing. Various psychologists have explored which factors are related to gamers’ optimal experience. These factors include: self-enjoyment, engagement, intrinsic motivation, and so forth. Related to game-based learning, flow plays an important role too, introducing materials, improving understanding, and increasing retention. Thus, flow in instructional games has the potential to be effective. More recently, psychologists began to concentrate on socio-cultural factors of gameplay. Recent research found social and cultural aspects including interaction, communication, community building and so forth, all have a great impact on gameplay (Murphy, 2011). Intrinsic motivation is another motivator to gameplay. Frequently, enthusiastic gamers are described as intrinsically motivated (Malone, 1981; Warren et al. 2008), engaged (Garris et al. 2003), and pathological (Chou and Ting, 2003). The engaging and intrinsically motivating nature of gameplay draws researchers’ attention to investigate motivational engagement (Wang et al. 2008). Research investigating variables related to engagement can be found across multiple fields of education field (Jones, 1998; Hoffman & Nadelson, 2010; Huizenga, et al. 2009). Positive effects of gaming: There have been pros and cons about gameplay in terms of its positive or negative effects. Although some research findings have demonstrated that violent digital game exposure is related to negative societal outcomes (Barlett et al. 2009) such as aggressive behavior (Fergerson, 2007) and adolescent hostility (Gentile et al. 2004), some empirical research also suggests that digital game exposure is related to improvements in cognition and learning particularly with visual attention (Green & Bavelier, 2003), and spatial ability (De lisi & Wolford, 2002). Online gaming research has also shown people feel psychologically better and helps raise their self-esteem (Griffiths, 2005a, 2005b). The immersive and dis-associative experience of gaming may also be very therapeutic and help people deal with everyday stress. Research has shown that many gamers enjoy gaming leading to time lost in something they feel is more meaningful (Wood & Griffiths, 2007; Wood et al. 2007). Far more positive than drug use, drinking alcohol or other activities like gambling. Green and Bavelier (2003) found that playing video games was associated with superior performance on a variety of visual attention tasks. The ability to mentally rotate or manipulate objects is related to many general learning tests and paradigms, and research has shown that gameplay and object management in cyber space are related to this spatial ability (De Lisi & Wolford, 2002; Hwang, et al. 2008). Those who performed well at digital games performed significantly better on spatial ability and experience in managing objects in cyber space. A unique feature of cyber space gaming is communication between players is technically possible with the use of headsets and microphones. In addition, any social network games can