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

    1. Workers in repetitive jobs invent all sorts of challenges and games related to work jst to stay interested (1) – page 15 37
    2. Those who were autonomous were more engaged and did better on the conceptual portion of the test… they understood the text better…  those who had studied only for the grade had forgotten more a week later (2) – pages 41,145 63
    3. Autonomy creates a greater sense of well-being in the student (3) – page 41 63
    4. Employees’ satisfaction and productivity are significantly related to the degree to which they feel autonomous (4) – page 42 63
    5. It is when our intrinsic need for autonomy is facilitated that we see natural motivation and energy emerge (5) – page 42 63
    6. Subjects who had low autonomy at work felt better, had fewer negative feelings, more energy, and even fewer physical symptoms like headaches or back pain on weekends… those who had a job with autonomy felt happy all week (6) – page 42 63
    7. The most satisfying relationships are those in which we feel autonomous and competent (7) – page 42 63
    8. Just being in an outdoor stetting virtually was enough to increase people’s feeling of vitality and autonomy (8) – page 50 63
    9. Low levels of basic need satisfaction in life increased the rise of disordered pattern of play, characterized by feelings of compulsion and extended amounts of game time… these players seemed to draw less joy out of their play (9) – page 113 118
    10. Addicted players showed more dissatisfaction with psychological needs… Video game addicts’ compulsive use of games seems to aim at the relief of dissatisfaction rather than the pursuit of satisfaction (10) – page 114 118
    11. A tense soundtrack can heighten stress and cortisol production (11) – page 121 137
    12. Sports, combat, and war provide scenarios in which one can be a hero, which we’ve noted is a remarkably powerful vehicle for satisfaction of all three core needs… Our mastery needs reach new heights as we defeat entire armies, our aitoy satisfactions soar as we embrace our quest, and our relatedness satisfactions peak as we fulfill the hopes of those who rely on us (12) – page 127 137
    13. Trait aggression, family violence, and simply being male were predictive of violent crime, but when these variables were accounted for, exposure to violent games did not ad any predictive value on its own (13) – page 133 137
    14. Individuals who were highly neurotic and low in both agreeableness and conscientiousness were those must impacted by violent content… the negative effects of game violence may be mainly relevant to individuals with a specific disposition (14) – page 134 138
    15. Better satisfaction of intrinsic needs is associated with greater enjoyment of games as well as enduring learning, performance, creativity, and the transfer of learning form one setting to another (15) – page 245 153
    16. A focus on mastery goals rather than performance goals is much more effective atengaging students and getting results (16) – page 146 153?
    17. People rarely persist in exercise unless they are autonomously motivated and optimally challenged so that they experience mastery… what predicts exercise over time is that a person feels illing, even happy to do it, and mastery at the task… Criticism or controlling instructions leads people away from exercise (17) – page 149 153
    18. Intrinsic needs are a key component in sustaining motivation for healthier living and compliance with health care plans…  emphasizing support for patient autonomy and competence increased adherence to recommended care by 300 percent (18) – page 151 153

     

    References

    1. Once a boring task always a boring task? interest as a self regulatory mechanism
    2. Autonomy in children’s learning an experimental and individual difference investigation
    3. Can self determination theory explain what underlies the productive satisfying learning experiences of collectively oriented korean students
    4. Intrinsic need satisfaction a motivational basis of performance and well being in work settings
    5. Self determination theory and work motivations
    6. Weekends work and well being psychosocial need satisfactions and day of the week effects on mood vitality and physical symptoms
    7. Within person variation in security of attachment a self determination theory perspective on attachment need fulfillment and well being
    8. Can nature make us more caring effects of immersion in nature o intrinsic aspirations and generosity
    9. Having to versus wanting to play background and consequences of harmonious versus obsessive engagement in video games
    10. Psychological motives and online games addiction a test of flow theory and humanistic needs theory for taiwanese adolescents
    11. Psychological stress response to video game playing the contribution of build in music
    12. Virtual worlds and the learner hero how today’s video games can inform tomorrow’s digital learning environments
    13. Media violence research and youth violence data why do they conflict, Blazing angels of resident evil can violent video games be a force for good
    14. Vulnerability to violent video games a review and integration of personality research
    15. Motivating learning performance and persistence the synergistic role of intrinsic goals and autonomy support
    16. The social cognitive model of achievement motivation and the 2×2 achievement goal framework
    17. Teacher peer and parent autonomy support in physical education and leisure time physical activity a trans contextual model of motivation in four cultures
    18. Testing a self determination theory intervention for motivating tobacco cessation supporting autonomy and competence in a clinical trial