Here is that video on Motivation:
http://malbonnington.com/the-science-of-motivation-explained-on-a-whit
At one point he mentions that there are three factors that lead to better performance in the work force and personal satisfaction:
Autonomy, Mastery, and Purpose.
We talked about how people can sit in front of a computer/console and play a game doing some minuscule task for *hours*. Could this be because of these three factors?
Autonomy is the desire to be self directed. Sandbox games give the player that autonomy that many want. Even games that are not sandbox give players the freedom to do things on the side that aren't necessarily following the story line. Mastery is the urge to get better at stuff. You as a person don't gain anything when you sit in front of a device with flashing pictures, except maybe a headache after a couple of hours. Just the satisfaction that you caught that fish that was wandering down in the virtual pool or saved up enough resources to build that bigger castle. Purpose is a pretty self explanatory idea. No one really finds a game fun unless there is a goal to achieve.
With gaming, the player doesn't make money (unless it is literally his or her job) and s/he won't get a mate (unless s/he's really into gaming as well). S/He just gets better at it and that's satisfying enough.
With these thoughts, our group wondered, "can you connect games and the motivation of them to the work force, military, assisting people, etc with problems such as focus issues or learning logic?"
http://malbonnington.com/the-science-of-motivation-explained-on-a-whit
At one point he mentions that there are three factors that lead to better performance in the work force and personal satisfaction:
Autonomy, Mastery, and Purpose.
We talked about how people can sit in front of a computer/console and play a game doing some minuscule task for *hours*. Could this be because of these three factors?
Autonomy is the desire to be self directed. Sandbox games give the player that autonomy that many want. Even games that are not sandbox give players the freedom to do things on the side that aren't necessarily following the story line. Mastery is the urge to get better at stuff. You as a person don't gain anything when you sit in front of a device with flashing pictures, except maybe a headache after a couple of hours. Just the satisfaction that you caught that fish that was wandering down in the virtual pool or saved up enough resources to build that bigger castle. Purpose is a pretty self explanatory idea. No one really finds a game fun unless there is a goal to achieve.
With gaming, the player doesn't make money (unless it is literally his or her job) and s/he won't get a mate (unless s/he's really into gaming as well). S/He just gets better at it and that's satisfying enough.
With these thoughts, our group wondered, "can you connect games and the motivation of them to the work force, military, assisting people, etc with problems such as focus issues or learning logic?"
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