Relatedness: The Need Behind Our Love of Connecting
Relatedness
is the third intrinsic need that comprises the need satisfaction model
of player motivation. While it has been an important motivational
variable in areas outside of gaming, only in the last few years as
multiplayer games and functionality have grown in popularity has
relatedness started to have increased relevance to the mainstream
player experience.
Relatedness can be defined as the intrinsic desire to connect with
others in a way that feels authentic and supportive. For those of you
putting together the next zombie-slaying FPS, you might think this a
good time to slip away and fix yourself a snack, and to a certain
degree you may be right. But as with the other two intrinsic needs,
relatedness is a core motivational need that it is important to satisfy
across genres and throughout the player’s experience. Our data shows
that wherever there is a multiplayer component to games that allows
players to build real relationships with those with whom they play,
either as teammates, guildmates, or social friends – having the
opportunity to connect intrinsically satisfies and energizes. Whether
it’s “Parties/Guilds” in World of Warcraft “Gangs/Corporations” in Eve
Online, or your favorite teammates in FPS games such as Counterstrike –
virtually all of these multiplayer game features enable the experience
of relatedness and contribute meaningfully to the player’s motivation
and enjoyment.
Our research shows that particularly in MMO’s and multiplayer FPS
games, relatedness plays a significant role in enjoyment, perceived
value, and sustained participation in games. Table 3 summarizes a
snapshot of these findings within these two genres. We are also
currently looking into relatedness in other contexts, such as
multiplayer strategy games, as well as the possibility that as AI
continues to improve that even computer characters will be able to
interact with players in such a way that relatedness needs can be met.
In general, as games continue to increase in their ability to connect
players with greater degrees of expression and effectiveness, we expect
relatedness will continue to gain in its importance.
Now that we have outlined all the major components of the PENS
model, we can put together a complete correlation table to show how
each of our needs is contributing to meaningful outcomes across
multiple genres. Notice how just as the red, green, and blue lights in
a projection television combine differently to produce different
outcomes, the motivational needs in our lightbox combine with varying
degrees of strength depending on genre. For example, in sandbox
strategy games, notice that the major contributor to most outcomes is
the experience of autonomy, which is what we’d expect.
We also are including a variable called “Composite PENS,” which is
the sum of all of the motivational needs in the PENS model (i.e.
competence, autonomy, relatedness) pulled together into a global
motivational score
On the whole, notice how in almost all cases each of the needs is
contributing significant predictive power to both the player experience
and commercial outcomes such as perceived value.
|