8.2.1 Why SDT?
The HCI literature has proposed several attributes of ‘good’ theory, for example, precise counterfactual propositions [
400] or generative capacity for design [
38,
248]. Prior work has also speculated about the factors that inhibit theory use in HCI, such as iterative design practices [
400]. Rarely, however, has the literature considered what makes a theory ‘successful’, that is, what conditions facilitate its uptake in a community of practice (e.g., HCI researchers, industry professionals [
455,
456])—conditions presumably also advantageous to establishing (a specific) theory as a motor theme [
314]. SDT stands out for its widespread adoption across research areas and application domains, including a growing presence in HCI [
30]. Yet for all assertions that “SDT stands unrivalled in its popularity among HCI researchers” [
417, p. 261], the reasons for this remain at best implicit. Examining SDT’s popularity in games may therefore help elucidate the circumstances under which theory comes to shape research and design practice (e.g., as paradigm), and why sometimes even good theories get relegated to the sidelines. It may also help explain why SDT has been privileged over alternate theoretical perspectives in games research [
417,
554]. The following observations should not be understood as causal claims
per se, but rather serve to spotlight taken-for-granted aspects of theory use.
Critiquing the primacy of SDT in HCI games research over other motivational frameworks, Poeller and Phillips muse “whether some researchers may be defaulting to SDT because they feel it is the only option available” [
417, p. 261]. We argue that this is no coincidence. SDT scholars have actively cultivated interest in the theory through multiple lines of translational work [
114]. This is perhaps most evident in the PENS model, which represents a translation of BPNT and (to a lesser extent) CET to games. Compared to other motivational theories that still await such specification (but see work on GameFlow [
533,
534]), SDT concepts may appear more intuitive and relevant in the context of games.
With need satisfaction and intrinsic motivation, in particular, SDT put forward a conceptualisation of ‘good’PX that is applicable to many areas of games research (e.g., design, wellbeing, applied games), without necessarily requiring deep engagement with SDT tenets. With regards to HCI theory, Rogers similarly noted that “stand-alone, one-off terms that conjure up what they mean intuitively have been the most widely taken up—even though they are often used much more loosely and in underspecified ways” [
456, p. 83]. Arguably, it is precisely this looseness that renders said SDT concepts more intuitive yet prone to misconceptions, more amenable to descriptive applications in research, and which facilitate their adaptation into industry folk theories [e.g.,
213,
333].
The PENS and IMI scales have likewise played a major role in popularising SDT in games research, providing a means to operationalise SDT’s conceptualisation of good PX. Indeed, the majority of papers in our corpus deployed SDT-based measures (54.05%, n = 140, see also
Table 3), and frequently with no apparent theoretical rationale (n = 76). Although this is emblematic of the often perfunctory treatment of SDT in the literature, it also suggests that these scales readily “graft onto existing practice” [
456, p. 84] of HCI games scholars, who rely on self-report instruments for evaluation and to study the PX [
275,
581]. In this way, the PENS and IMI questionnaires and the long-standing absence of effective alternatives [
329] rendered SDT more accessible to HCI games research, but also helped cultivate the conditions for shallow engagement with the theory. It remains to be seen whether descriptive-methodological citations, where SDT does not otherwise inform the citing work, will decline now that alternate (i.e., non-SDT-based) validated PX questionnaires are openly available [e.g.,
581].
It is worth noting that initial SDT games scholarship [
492] not only introduced SDT concepts and measures to games research but also functioned to displace competing approaches [e.g.,
15,
37,
615]. For instance, showcasing that the PENS model exhibits improved incremental validity [
492] over Yee’s gaming motive framework
20 [
615,
616], as well as implying that the latter “largely reflect(s) the structure and content of current games” [
492, p. 348]. These critiques were reiterated and indirectly amplified in subsequent publications [i.e.,
425,
445], such as in calls for ‘clear’ and ‘good’ theory to drive ‘real’ hypothesis testing [
445, pp. 167–168]. Of course, such statements may chiefly reflect common academic writing practice [
201] rather than intent to disparage other frameworks. Indeed, they represent a (somewhat implicit) example of ‘talking back’ to theory [
39, see next section]. Nevertheless, they likely helped further cement SDT’s status as a ‘default’ theory [
417, p. 261] in games research.
More speculatively, some of these critiques are perhaps also a product of competing commercial interests
21 to better position Rigby and Ryan’s UX consultancy, Immersyve. Indeed, SDT scholars actively fostered industry engagement via several translational efforts [
114], such as GDC talks [e.g.,
440,
442], a popular science book [
445] and materials [
444] made available on the Immersyve website. Importantly, our analysis of GDC talks suggests that these efforts did not simply serve dissemination purposes, but in introducing SDT as a conceptual frame to reason about sustained engagement and profit [e.g.,
440] directly catered to practitioner concerns [
289]. Industry practitioners, in turn, appear to reference SDT for the presumed rhetorical power [
225] it conveys, with presenters perhaps citing the theory to legitimise existing intuitions [e.g.,
213,
257]—indeed, the common assumption at GDC is that game designers have already heard of SDT [
118,
333]. Moreover, as a professed scientific theory [
440,
481,
483] backed by five decades of research, SDT research may appear more legitimate to game developers than comparably nascent HCI games scholarship.
Finally, “the reception of a theory is shaped by the extent to which a theory resonates with the cultural presuppositions of the time” [
158, p. 394]. This also applies to SDT games scholarship, where much of its conceptual apparatus—immersion, intuitive controls, heroic frame, but also PENS notions of competence and autonomy that centre mastery and choice—echoes mainstream game design conventions [
322,
396]. It is not clear whether this simply reflects SDT scholars’ personal views on games, or whether this is the product of concerted efforts to establish industry relevance. The latter might account for why the hero construct has been incorporated into SDT games scholarship, not based on empirical evidence, but because it is “[w]hat everyone else refers to” [
141, p. 35]; whereas other SDT concepts (e.g., functional significance, continuum of extrinsic motivation)—which in principle could fruitfully expand, nuance and
complicate mainstream conceptions of game engagement—have yet to be considered.
But note that theories convey normative meanings [
193,
198,
623], with potentially far-reaching consequences when applied to technology design: “As its implications and applications are borne out, every theory becomes an ethical or ideological advocate” [
193, p. 1354]. By championing immersion and intuitive controls as hallmarks of need-satisfying play, for instance, SDT scholars imbue them with scientific authority. In this way, SDT games scholarship does not simply reinforce dominant design values, but risks marginalising perspectives on worthwhile game design that run counter to SDT-informed notions of good PX [e.g.,
503,
554]. A more overtly disconcerting example can be found in Rigby’s recommendation to GDC attendees [
440] that “you can actually constrain people’s choices as long as […] they feel that they’ve chosen.” This may not be detrimental to players’ experience; indeed, perceived autonomy was linked to sustained engagement and future play intention [
440,
492]. However, it raises questions about the commodification of need satisfaction (see also [
519]) and the ethical ramifications of autonomy manipulation [
43,
388]—especially when linked to a theory nominally concerned with self-determination.
HCI games research is likewise embroiled in (perpetuating) these cultural and ideological presuppositions. In their study of games’ need-restoring qualities, for example, Tyack and Wyeth [
555]—acknowledging their complicity—question whether SDT’s view of wellbeing, as a product of self-realisation [
479], over-privileges individual responsibility (see
[317,
603]) and “enroll[s] play into practices of responsible self-governance” [
555, p. 19]—and correspondingly de-emphasises the state’s role in providing affordable public health care, the ‘safety net’ that SDT otherwise endorses.
22SDT has been useful for HCI games research [
559], it is indeed “popular for a reason” [
417, p. 261]. However, this popularity belies a legitimacy trap [
165] that has allowed perfunctory applications of the theory to proliferate and lends unwarranted credibility to SDT games scholarship. HCI games researchers cite SDT because it is frequently mentioned in HCI games papers
23, because questionnaires are available, or because industry practitioners reference the theory; rarely to purposively leverage its theoretical tenets. Even scholarship critical of the primacy of SDT in games claims that the theory has been subject to “widespread validation” in HCI [
417, p. 261]—a misconception that the present work has hopefully dispelled—and in this way inadvertently perpetuates the very paradigm it intends to challenge.
8.2.2 Moving beyond the Paradigm.
Continued deployment of SDT
as a paradigm impedes HCI games research in several ways: It implicitly guides what phenomena are considered and how they are studied [
456], eschewing more reflexive and transparent uses of SDT. It rarely involves ‘talking back’ to theory [
39]. It may also narrow the ways we think about games and play [
554]. Further, it may conceal theoretical inconsistencies and ideological underpinnings, and crowd out alternate theoretical perspectives—reinforcing use of SDT as an
unquestioned paradigm. Lastly, in the absence of translational work in HCI games research, design practitioners are unlikely to notice or benefit from HCI games scholarship.
As indicated by our analysis of GDC presentations, game designers are already familiar with many of SDT’s core concepts. Yet theory is often underspecified for design [
191,
455], requiring further translation, and many claims in SDT games scholarship lack empirical support. The analytic and generative uses of theory we observed in our corpus suggest that, in principle, HCI games research is well placed to contribute to game development practice—by testing, refuting or extending theoretical propositions; and translating SDT concepts to design. However, success in this endeavour depends, to some extent,
24 on whether HCI games scholars go beyond the currently dominant applications of the theory—namely, perfunctory discussions of need satisfaction and intrinsic motivation (
Figure 5)—and further engage with the implications of SDT’s numerous theoretical tenets, and existing findings derived from relevant HCI games research.
One way forward is to investigate unsubstantiated claims in SDT games scholarship to establish links between SDT concepts, game design and behavioural and psychosocial outcomes. That said, most existing propositions (e.g., regarding optimal challenge and competence, see [
155]) are insufficiently specified to support hypothesis-testing [
499]. Hornbæk [
249, p. 188] has identified a parallel issue in usability research, which “contains very few propositions, that is, rarely commits to clear statements regarding the relations among dimensions.” The near total absence of propositions about SDT concepts and games-related phenomena is especially jarring given that the wider SDT literature [e.g.,
481] already provides fairly well-articulated propositions. Delivering and investigating such propositions (see
Section 9) would facilitate progress in HCI games scholarship, in the form of a cumulative body of research, and allow study findings to ‘talk back’ to SDT.
25What does ‘talking back’ to SDT entail? We apply here Beck and Stolterman’s models of theory use [
39, see also
Section 10] to compare two examples from our corpus [i.e.,
277,
555]. Both papers feature ‘self-determination theory’ as author keywords, suggesting that the theory figures prominently in these works: Johnson et al. [
277] explored variations in PX across different game genres and observed that need satisfaction (as measured by the PENS) does not adequately account for the appeal of
massive online battle arena (MOBA) games. Their findings are explained in terms of genre-specific properties and that the PENS measure does “not fully capture the components of PX that attract people to play MOBA games” [
277, p. 2270]. While the divergent findings present opportunity for ‘talking back’ to theory, the authors leave the incongruity between SDT tenets and MOBA games largely uncommented.
26 In this way, the work leaves unclear how (if at all) SDT could inform future work, and (inadvertently) cements its use as paradigm.
Tyack and Wyeth’s investigation of autonomy-supportive play [
555], in contrast, leveraged SDT to derive study hypotheses and analyse interview data. The authors ‘talk back’ by comparing their findings to SDT literature, for instance, noting that “it is surprising that the substantial changes observed in autonomy satisfaction did not predict changes in happiness or calmness. The theory itself is somewhat unclear on this point […] identifying the circumstances that produce these ‘typical’ cases […] seems essential to formulate adequate hypotheses” [
555, p. 18]. In this way, the work raises open questions for future research and calls attention to opportunities for theory development.
Finally, we found few design applications of SDT in our academic corpus (
Table 2), and some authors commented on difficulties [e.g.,
370] with translating the theory. Work on intermediary knowledge building in HCI [e.g.,
38,
127,
413] may offer some pointers for linking SDT and design in a more principled manner, for instance, by formulating generative questions based in theoretical concepts [
38, see also
Section 9 for preliminary examples]. These initiatives are worthwhile as a means to further develop theory [
114,
529], build on existing HCI games research and improve game development practice. Moreover, our analysis of GDC presentations indicates that industry practitioners’ experiences of applying SDT in design can also create opportunities to (con)test theoretical tenets. Even if these claims are yet to be formally tested via academic studies (e.g.
[213], on contextual need satisfaction), they represent serious engagement with theory and its limits, and form fruitful opportunities for further academic investigation [
114,
211].
Another promising avenue for bridging theory and practice is to develop translational resources for design [
113,
619]—informed by SDT and grounded in relevant HCI games research. In light of the ways that game designers themselves appear to conceptualise SDT in their own work, translating the theory’s tenets into more useful resources for design practice may require some degree of flexibility. This is not to say that we should celebrate work that diverges extensively from SDT tenets, but rather that strict theoretical fidelity may not be the
sine qua non of translation [see also
591]. For example, although need frustration is unequivocally considered a negative experience in SDT [
470], it may have other applications in PX design e.g., enhancing players’ emotional responses; [
78,
257]). Further, translating HCI games research into alternative formats (e.g., online articles, podcasts, GDC presentations
[114,
325,
431]) that are more amenable to design practitioners may require shedding some of the formal rigidity that has given rise to structural norms and standards in HCI (games) literature (e.g., see [
91,
164]).