Sebastian Deterding
Biographic Data
| ID | 168078 |
|---|---|
| NAME | Sebastian Deterding |
| GIVEN NAMES | Sebastian |
| FAMILY NAME | Deterding |
| SIGNATURE | DETERDING S |
| AFFILIATIONS | University of York |
| ORCID | 0000-0003-0033-2104 |
| VERIFIED | Yes |
| TOTAL WORKS | 15 |
| TOTAL CITATIONS | 16 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 2 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
The Routledge Handbook of Role-Playing Game Studies
This chapter explores the influence of role-playing games (RPGs) on other games and media products as well as their representation in popular culture, including “moral panics” around tabletop RPGs and massively multiplayer online RPGs (MMORPGs). It examines the cultural impact of specific role-playing aspects that have caused a “drop down” effect whereby RPGs feed upon common themes and tropes to impact gaming as a whole. For computer RPGs (CRPGs…
The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences
Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs used in research on what makes video games so engaging, and how they might support or undermine user wellbeing. However, existing measures of basic psychological needs in games have important limitations—they either do not measure need frustration, or measure it in a way that may not be appropriate for the video games domain, t…
The task-attention theory of game learning: A theory and research agenda
Why do learning games fail or succeed? Recent evidence suggests that attention forms an important moderator of learning from games. While existing media effects and learning theories acknowledge the role of attentional limits, they fail to account for the specific ways that games as interactive media steer attention. In response, we here develop the Task-Attention Theory of Game Learning. Drawing on current psychological and games research, task-…
Interaction Tension: A Sociological Model of Attention and Emotion Demands in Video Gaming
Video gaming actively demands players’ attention, affording positive experiences like flow. Recent research has suggested to extend analysis from cognitive and physical to the social and emotional demands of gameplay. This article argues that Erving Goffman’s concept of interaction tension offers a promising theoretical model for social demands. We report a re-analysis of qualitative interview data on the social norms of video gaming corroboratin…
Role-Playing Game Studies: Transmedia Foundations
Role-Playing Game Studies: Transmedia Foundations
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play
The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarr…
The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research
Although game studies are widely viewed as an interdisciplinary field, it is unclear how interdisciplinary they actually are. In response, this article reads scientometric data and game studies editorials, handbooks, and introductions through the lens of interdisciplinarity studies to assess game studies' status as an interdiscipline. It argues that game studies show drivers and hurdles typical for interdisciplines. Yet instead of establishing th…
Gamification for health and wellbeing: A systematic review of the literature
The Gameful World: Approaches, Issues, Applications
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet wh…
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and req…
The Gameful World: Approaches, Issues, Applications
What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as gamification. As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others conde…
Gamification: Designing for Motivation
Social Mediator is a forum exploring the ways that HCI research and principles interact---or might interact---with practices in the social media world. Joe McCarthy, Editor
Gamification. using game-design elements in non-gaming contexts
"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of…
From game design elements to gamefulness: Defining "Gamification"
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel…
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play
The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarr…
The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research
Although game studies are widely viewed as an interdisciplinary field, it is unclear how interdisciplinary they actually are. In response, this article reads scientometric data and game studies editorials, handbooks, and introductions through the lens of interdisciplinarity studies to assess game studies' status as an interdiscipline. It argues that game studies show drivers and hurdles typical for interdisciplines. Yet instead of establishing th…
Gamification. using game-design elements in non-gaming contexts
"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of…
From game design elements to gamefulness: Defining "Gamification"
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel…
Gamification: Designing for Motivation
Social Mediator is a forum exploring the ways that HCI research and principles interact---or might interact---with practices in the social media world. Joe McCarthy, Editor
The Gameful World: Approaches, Issues, Applications
What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as gamification. As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others conde…
The Gameful World: Approaches, Issues, Applications
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet wh…
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a renaissance as gameful design, often implemented through gamification, the use of game design elements in nongame contexts. Yet there is little research-based guidance on designing gameful systems. This article therefore reviews existing methods and identifies challenges and req…
Gamification for health and wellbeing: A systematic review of the literature
The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research
Although game studies are widely viewed as an interdisciplinary field, it is unclear how interdisciplinary they actually are. In response, this article reads scientometric data and game studies editorials, handbooks, and introductions through the lens of interdisciplinarity studies to assess game studies' status as an interdiscipline. It argues that game studies show drivers and hurdles typical for interdisciplines. Yet instead of establishing th…
Role-Playing Game Studies: Transmedia Foundations
Role-Playing Game Studies: Transmedia Foundations
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play
The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarr…
Interaction Tension: A Sociological Model of Attention and Emotion Demands in Video Gaming
Video gaming actively demands players’ attention, affording positive experiences like flow. Recent research has suggested to extend analysis from cognitive and physical to the social and emotional demands of gameplay. This article argues that Erving Goffman’s concept of interaction tension offers a promising theoretical model for social demands. We report a re-analysis of qualitative interview data on the social norms of video gaming corroboratin…
The task-attention theory of game learning: A theory and research agenda
Why do learning games fail or succeed? Recent evidence suggests that attention forms an important moderator of learning from games. While existing media effects and learning theories acknowledge the role of attentional limits, they fail to account for the specific ways that games as interactive media steer attention. In response, we here develop the Task-Attention Theory of Game Learning. Drawing on current psychological and games research, task-…
The Routledge Handbook of Role-Playing Game Studies
This chapter explores the influence of role-playing games (RPGs) on other games and media products as well as their representation in popular culture, including “moral panics” around tabletop RPGs and massively multiplayer online RPGs (MMORPGs). It examines the cultural impact of specific role-playing aspects that have caused a “drop down” effect whereby RPGs feed upon common themes and tropes to impact gaming as a whole. For computer RPGs (CRPGs…
The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences
Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs used in research on what makes video games so engaging, and how they might support or undermine user wellbeing. However, existing measures of basic psychological needs in games have important limitations—they either do not measure need frustration, or measure it in a way that may not be appropriate for the video games domain, t…
Computer Science (9 works) · Digital Games and Media (9 works) · Educational Games and Gamification (7 works) · Sociology (7 works) · Human–computer interaction (5 works) · Multimedia (5 works) · Game design (4 works) · Games (4 works) · Media studies (4 works) · Psychology (4 works)