Browse > Article

Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation-  

Ahn, Sihyeong (연세대학교 생활디자인학과)
Lee, Sangwon (연세대학교 생활디자인학과)
Publication Information
Journal of the HCI Society of Korea / v.14, no.2, 2019 , pp. 83-91 More about this Journal
Abstract
These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.
Keywords
Mobile Game; Daily Quest; Motivation; Player's Tendency;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Deci, E. L. and Ryan, R. M. The general causality orientations scale: Self-determination in personality. Journal of research in personality. 19(2). Elsevier. pp. 109-134. 1985.   DOI
2 Deci, E. L., Koestner, R. and Ryan, R. M. A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological bulletin. 125(6). American Psychological Association. pp. 627-668. 1999.   DOI
3 Bartle, R. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research. 1(1). pp. 19-45. 1996.
4 Marczewski, A. Even Ninja Monkeys like to play. London: Blurb Inc. 2015.
5 강성민, 김태준. 온라인 게임에서 장르에 따른 사용자 이탈성향에 관한 연구. Entrue Journal of Information Technology. 7(1). (주)엘지씨엔에스. pp. 51-62. 2008.
6 Diamond, L., Tondello, G. F., Marczewski, A., Nacke, L. E. and Tscheligi, M. The HEXAD Gamification User Types Questionnaire: Background and Development Process. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. 2015.
7 서성은. 중세 판타지 게임의 세계관 연구. 한국콘텐츠학회논문지. 9(9). 한국콘텐츠학회. pp. 114-124. 2009.   DOI
8 Messner, S. Daily Quests aren't fun, they're tedious. https://www.pcgamer.com/daily-quests-arent-fun-theyre-tedious February 4. 2019.
9 Lepper, M. R., Greene, D. and Nisbett, R. E. Undermining children's intrinsic interest with extrinsic reward: A test of the" overjustification" hypothesis. Journal of Personality and social Psychology. 28(1). American Psychological Association. pp. 129-137. 1973.   DOI
10 Ashmore, C. and Nitsche, M. The Quest in a Generated World. In DiGRA Conference. Tokyo. pp. 503-509. 2007.
11 Howard, J. Quests: Design, theory, and history in games and narratives. Florida: CRC Press. 2008.
12 Csikszentmihalyi, M. Finding flow: The psychology of engagement with everyday life. New York: Basic Books. 1997.
13 Haskell, C. Design Variables of Attraction in Quest-Based Learning. Doctor of Education in Curriculum and Instruction. Department of Curriculum, Instruction, and Foundational Studies. Boise State University. Boise, ID. 2012.
14 Murphy, C., Chertoff, D., Guerrero, M. and Moffitt, K. Design better games: Flow, motivation, and fun. Design and Development of Training Games: Practical Guidelines from a Multidisciplinary Perspective. Cambridge: Cambridge University Press. pp. 146-178. 2014.
15 Lange, P. G. Learning real-life lessons from online games. Games and Culture. 6(1). SAGE Publishing. pp. 17-37. 2011.   DOI
16 도정일. 신화와 판타지 열풍에 대한 몇가지 질문들. 비평. 9. 생각의나무. pp. 150-196. 2002.
17 이동은. 디지털 게임 플레이의 시간성 연구. 한국게임학회논문지. 13(2). 한국게임학회. pp. 5-16. 2013.
18 Pink, D. H. Drive: The surprising truth about what motivates us. London: Penguin. 2011.
19 한덕웅. 조직행동의 동기이론. 서울: 법문사. 1983.
20 Lepper, M. R., Greene, D. and Nisbett, R. E. Undermining children's intrinsic interest with extrinsic reward: A test of the" overjustification" hypothesis. Journal of Personality and social Psychology. 28(1). American Psychological Association. pp. 129-137. 1973.   DOI
21 Fang, M., Gerhart, B. and Ledford Jr, G. E. Negative effects of extrinsic rewards on intrinsic motivation: More smoke than fire. World at Work Journal. 16(2). WorldatWork. pp. 17-29. 2013.
22 Ryan, R. M. and Deci, E. L. Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary educational psychology. 25(1). Elsevier. pp. 54-67. 2000.   DOI
23 Eisenberger, R., Pierce, W. D. and Cameron, J. Effects of reward on intrinsic motivation-Negative, neutral, and positive: Comment on Deci, Koestner, and Ryan (1999). Psychological Bulletin. 125(6). American Psychological Association. pp. 677-691. 1999.   DOI
24 Moneta, G. B. and Siu, C. M. Trait intrinsic and extrinsic motivations, academic performance, and creativity in Hong Kong college students. Journal of College Student Development. 43(5). Johns Hopkins University Press. pp. 664-683. 2002.
25 Cameron, J. and Pierce, W. D. The debate about rewards and intrinsic motivation: Protests and accusations do not alter the results. Review of Educational Research. 66(1). Sage Publications on behalf of the American Educational Research Association. pp. 39-51. 1996.   DOI
26 Yee, N. Motivations for play in online games. CyberPsychology & behavior. 9(6). Mary Ann Liebert, Inc. pp. 772-775. 2006.   DOI
27 McClelland, D. C. The achievement society. Princenton. NJ: Von Nostrand. 1961.
28 Lepper, M. R. and Greene, D. Turning play into work: Effects of adult surveillance and extrinsic rewards on children's intrinsic motivation. Journal of personality and social psychology. 31(3). American Psychological Association. pp. 479-486. 1975.   DOI