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Richard M. Ryan

dblp:123/0202 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0002-2355-6154ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 56% Games and playful interaction · 44%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.812024
The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences · Int. J. Hum. Comput. Stud. 2024
Usability and user experience research
scale development
0.812024
The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences · Int. J. Hum. Comput. Stud. 2024
Usability and user experience research › psychometric evaluation
psychometric validation
0.212024
The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences · Int. J. Hum. Comput. Stud. 2024

Methods — techniques the papers use, named apart from their topics

scale development · 0.8measurement invariance testing · 0.8confirmatory factor analysis · 0.8
YearPublicationVenuePosition
2024 The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences
abstract
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, they struggle to capture feelings of relatedness in both single- and multiplayer contexts, and they often lack validity evidence for certain contexts (e.g., playtesting vs experience with games as a whole). In this paper, we report on the design and validation of a new measure, the Basic Needs in Games Scale (BANGS), whose 6 subscales cover satisfaction and frustration of each basic psychological need in gaming contexts. The scale was validated and evaluated over five studies with a total of 1246 unique participants. Results supported the theorized structure of the scale and provided evidence for discriminant, convergent and criterion validity. Results also show that the scale performs well over different contexts (including evaluating experiences in a single game session or across various sessions) and over time, supporting measurement invariance. Further improvements to the scale are warranted, as results indicated lower reliability in the autonomy frustration subscale, and a surprising non-significant correlation between relatedness satisfaction and frustration. Despite these minor limitations, BANGS is a reliable and theoretically sound tool for researchers to measure basic needs satisfaction and frustration with a degree of domain validity not previously available.
Nick Ballou, Alena Denisova, Richard M. Ryan, C. Scott Rigby, Sebastian Deterding
Int. J. Hum. Comput. Stud.3