Abstract
Video games excel at capturing and maintaining the interest of players all around the world. However, actually moving a game from an initial concept to an attention-grabbing best-seller is quite a difficult and unlikely event. Even though the best games seem to have an almost magical ability to generate engagement among players, the vast majority of games fall far short of this mark. Likewise, many serious games and gamified products have considerable difficulty achieving their desired levels of engagement. Success with in these areas can be even more elusive as they are burdened with some disadvantages of traditional games without being able to leverage all of the advantages. This paper presents a motivation-based framework intended to evaluate the engagement potential of a game design, whether it be a traditional game, serious game, or gamified product.
Chapter PDF
Similar content being viewed by others
References
Bartle, R.A.: Designing Virtual Worlds. New Rider Publishing, Indianapolis (2003)
Maslow, A.: Motivation and Personality. Harper & Row (1970)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 IFIP International Federation for Information Processing
About this paper
Cite this paper
Butler, C. (2013). Motivation-Based Game Design: A Framework for Evaluating Engagement Potential. In: Anacleto, J.C., Clua, E.W.G., da Silva, F.S.C., Fels, S., Yang, H.S. (eds) Entertainment Computing – ICEC 2013. ICEC 2013. Lecture Notes in Computer Science, vol 8215. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-41106-9_25
Download citation
DOI: https://doi.org/10.1007/978-3-642-41106-9_25
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-41105-2
Online ISBN: 978-3-642-41106-9
eBook Packages: Computer ScienceComputer Science (R0)