Table Of ContentPSYCHOLOGY OF EMOTIONS, MOTIVATIONS AND ACTIONS 
 
 
 
 
 
 
 
 
 
P G  
SYCHOLOGY OF  AMING
 
 
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P E ,  
SYCHOLOGY OF  MOTIONS  
M A  
OTIVATIONS AND  CTIONS
 
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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. 
 
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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