Sebastian Deterding

Sebastian Deterding
The University of York · Department of Theatre, Film and Television

PhD

About

108
Publications
307,392
Reads
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15,239
Citations
Citations since 2017
54 Research Items
11960 Citations
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201720182019202020212022202305001,0001,5002,000
Additional affiliations
September 2014 - December 2015
Northeastern University
Position
  • Professor (Assistant)
August 2013 - June 2014
Rochester Institute of Technology
Position
  • Research Assistant
March 2010 - August 2013
University of Hamburg
Position
  • PhD Student

Publications

Publications (108)
Article
Full-text available
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 designin...
Conference Paper
Full-text available
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 play...
Conference Paper
Autonomy experience constitutes a core part of the intrinsic motivation of playing games. While research has explored how autonomy is afforded by a game's design, little is known about the role of the social context of play. Particularly , engaging with serious games or gamified applications is often obligatory, which may thwart autonomy. To tease...
Chapter
Gameful and playful design aspire to make existing activities and systems more engaging by infusing them with the engaging qualities of games and toys. One such quality is make-believe, the constitution of fictional “as ifs”. While frequently evoked, actual work on make-believe in gameful and playful design has remained quite scarce and scattered....
Article
Full-text available
Citizen science games are an increasingly popular form of citizen science, in which volunteer participants engage in scientific research while playing a game. Their success depends on a diverse set of stakeholders working together-scientists, volunteers, and game developers. Yet the potential needs of these stakeholder groups and their possible ten...
Conference Paper
Full-text available
Artificial moral agents – systems that engage in explicit moral reasoning on their own and with users – present a potential new paradigm for behavior and system change for social and environ- mental sustainability. Moral agents could replace current individual- ist, prescriptive, inflexible, and opaque interventions with systems that transparently...
Article
With the rise of microtransactions, particularly in the mobile games industry, there has been ongoing concern that games reliant on these obtain substantial revenue from a small proportion of heavily involved individuals, to an extent that may be financially burdensome to these individuals. Yet despite substantive grey literature and speculation on...
Article
Full-text available
How does the difficulty of a task affect people's enjoyment and engagement? Intrinsic motivation and flow theories posit a 'goldilocks' optimum where task difficulty matches performer skill, yet current work is confounded by questionable measurement practices and lacks scalable methods to manipulate objective difficulty-skill ratios. We developed a...
Article
Crises like the COVID-19 pandemic accelerate social and technological changes and put new political and public demands on science, technology, and innovation systems. Their urgency clashes with the deliberate slowness of existing responsible innovation and technology ethics practices and processes, while many fast and ad-hoc changes and infrastruct...
Preprint
There is concern that some games obtain most of their revenue from a small proportion of heavily involved individuals; that some games may systematically encourage heavy spending amongst this group; and that this expenditure may be financially burdensome. We explore these questions using a transactional dataset of USD 4.7bn in in-game spending draw...
Preprint
Psychological need frustration—experiences like failure, loneliness, or coercion—is emerging as a promising explanation for why people disengage with games and other entertainment media, and how media may induce dysregulated use and ill-being. However, existing research on game- related need frustration relies on general instruments with unclear co...
Article
Full-text available
Why do we seek out and enjoy uncertain success in playing games? Game designers and researchers suggest that games whose challenges match player skills afford engaging experiences of achievement, competence, or effectance—of doing well . Yet, current models struggle to explain why such balanced challenges best afford these experiences and do not st...
Preprint
Microtransactions have become a major monetisation model in digital games, shaping their design, impacting their player experience, and raising ethical concerns. Research in this area has chiefly focused on loot boxes. This begs the question whether other microtransactions might actually be more relevant and problematic for players. We therefore co...
Article
Do people use games to cope with adverse life events and crises? Research informed by self-determination theory proposes that people might compensate for thwarted basic psychological needs in daily life by seeking out games that satisfy those lacking needs. To test this, we conducted a preregistered mixed-method survey study (n = 285) on people’s g...
Article
Self-determination theory (SDT) has become one of the most frequently used and well-validated theories used in HCI research, modelling the relation of basic psychological needs, intrinsic motivation, positive experience and wellbeing. This makes it a prime candidate for a ‘motor theme’ driving more integrated, systematic, theory-guided research. Ho...
Article
Full-text available
Effectance—the basic positive experience of causing effects—provides a promising explanation for the enjoyment derived from novel low-challenge game genres featuring ample ‘juicy’ feedback. To date, game researchers have studied effectance using a little-validated 11-item scale developed by Klimmt, Hartmann, and Frey. To test its dimensionality and...
Article
Full-text available
Post-truth politics have thrived in the shape of fake news and the feeding of divisive emotional narratives. While stories with strong emotional appeal can mobilize, their current post-truth form erodes the ideals of democracy. Some have called to counter the post-truth populism with evidence-based participation , both online and offl ine. However,...
Article
Within the wider open science reform movement, HCI researchers are actively debating how to foster transparency in their own field. Publication venues play a crucial role in instituting open science practices, especially journals, whose procedures arguably lend themselves better to them than conferences. Yet we know lit- tle about how much HCI jour...
Article
Research actively explores and advances the play strength of general agents, which are able to play video games without having specific knowledge about them. However, how general agents impact player experience and motivation when implemented in commercially viable games is largely unexplored. In this paper, we investigate this relationship as init...
Article
Full-text available
The automated evaluation of creative products promises both good-and-scalable creativity assessments and new forms of visual analysis of whole corpora. Where creative works are not ‘born digital’, such automated evaluation requires fast and frugal ways of transforming them into data representations that can be meaningfully assessed with common crea...
Article
Full-text available
Casual creators are a genre of creativity support tool that integrate a generative system into the creative process with the goal of empowering amateurs to engage in autotelic and enjoyable creativity. They have been posited as a unique means of democratising creativity through the support of user exploration via system generativity, yet little is...
Article
Full-text available
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 paper argues that Erving Goffman’s concept of interaction tension offers a promising theoretical model for social demands. We r...
Conference Paper
Full-text available
Ethereum crypto-games are a booming and relatively unexplored area of the games industry. While there is no consensus definition yet, 'crypto-games' commonly denotes games that store tokens, e.g. in-game items, on a distributed ledger atop a cryptocurrency network. This enables the trading of game items for cryptocurrency, which can then be exchang...
Conference Paper
Full-text available
Reflection has become a core interest for game designers. However, empirical research into the kinds and causes for reflection within games is scarce. We therefore conducted an on- line questionnaire where participants (n=101) openly reported perspective-challenging moments within games, their causes, experience, and impact. Where past work has emp...
Conference Paper
Uncertainty is widely acknowledged as an engaging characteristic of games. Practice and research have proposed various types and factors of game uncertainty, yet there is little work explaining when and why different kinds of uncertainty motivate, especially with respect to ’micro-level’, moment- to-moment gameplay. We therefore conducted a qualita...
Article
Os game studies há muito tempo vêm debatendo como relacionar os elementos ficcionais e os do jogo nos videogames. Este artigo propõe que muitos dos desafios conceituais nesse debate podem ser solucionados se os jogos e a ficção não forem tratados separadamente, mas como formalizações específicas de um mesmo fenômeno comum: o jogar. O artigo apresen...
Conference Paper
Full-text available
In a wide range of social networks, people's behavior is influenced by social contagion: we do what our network does. Networks often feature particularly influential individuals, commonly called "influencers." Existing work suggests that in-game social networks in online games are similar to real-life social networks in many respects. However, we d...
Conference Paper
Full-text available
Video games routinely use procedural content generation, player modelling, and other forms of computational interaction that provide a good starting point for engaging computational interfaces. However, across these practices, games model environment (game content) and actor (player type) separately, which is out of tune with both basic and applied...
Article
Full-text available
In a wide range of social networks, people’s behavior is influenced by social contagion: we do what our network does. Networks often feature particularly influential individuals, commonly called “influencers’.’ Existing work suggests that in-game social networks in online games are similar to reallife social networks in many respects. However, we d...
Article
Background. Games are increasingly used to collect scientific data. Some suggest that game features like high cognitive load may limit the inferences we can draw from such data, yet no systematic overview exists of potential validity threats of game-based methods. Aim. We present a narrative survey of documented and potential threats to validity in...
Article
Do game design elements like badges have one, fixed motivational effect or can they have several different? Self-Determination Theory suggests that people situationally appraise the functional significance or psychological meaning of a given stimulus, which can result in different motivational states, but there is little empirical work observing ac...
Conference Paper
Applied games are increasingly used to collect human subject data such as people's performance or attitudes. Games afford a motive for data provision that poses a validity threat at the same time: as players enjoy winning the game, they are motivated to provide dishonest data if this holds a strategic in-game advantage. Current work on data collect...
Conference Paper
Full-text available
For millennia, magicians have designed illusions that are perceived as real regardless of their impossibility, inducing a sense of wonder in their audience. This paper argues that video game designers face the same design challenge - crafting believable and engaging illusions - and that the practice of magic provides an untapped wealth of design pr...
Article
Full-text available
Gamification in management is currently informed by two contradicting framings or rhetorics: the rhetoric of choice architecture casts humans as rational actors and games as perfect information and incentive dispensers, giving managers fine-grained control over people’s behavior. It aligns with basic tenets of neoclassical economics, scientific man...
Conference Paper
Full-text available
Casual creators are a type of design tool identified by Compton & Mateas, characterised by an orientation towards enjoyable, intrinsically motivated creative exploration, rather than task-oriented designer productivity. In our experiments holding rapid game jams with Wevva, a casual creator for mobile game design, we have noticed, however, that use...
Article
Full-text available
For millennia, magicians have designed illusions that are perceived as real regardless of their impossibility, inducing a sense of wonder in their audience. This paper argues that video game designers face the same design challenge - crafting believable and engaging illusions - and that the practice of magic provides an untapped wealth of design pr...
Article
Applied games are increasingly used to collect human subject data such as people’s performance or attitudes. Games a ord a motive for data provision that poses a validity threat at the same time: as players enjoy winning the game, they are motivated to provide dishonest data if this holds a strategic in-game advantage. Current work on data collecti...
Chapter
Full-text available
Many de nitions of “role-play” and “role-playing games” have been suggested, but there is no broad consensus. People disagree because they often have an unclear idea of what kind of phenomena they are talking about and, therefore, what kind of definition is appropriate. Existing definitions often assume games and, with them, RPGs to be a natural ki...
Conference Paper
Research on gamified educational platforms has chiefly focused on game elements motivating continued engagement, neglecting whether and why people choose to use them in the first place. Grounded in Uses & Gratifications Theory, this study therefore combined use diaries with follow-up interviews to explore the situated reasons for use of 83 students...
Chapter
Incremental games like Cookie Clicker are a perfect exemplar of gamification, using progress mechanics and other game features to make the rote act of clicking compelling. Hence, this chapter reads the game Cookie Clicker for its motivating features to illustrate the logic and limits of gamification.
Conference Paper
Human computation games lack established ways of balancing the difficulty of tasks or levels served to players, potentially contributing to their low engagement rates. Traditional player rating systems have been suggested as a potential solution: using them to rate both players and tasks could estimate player skill and task difficulty and fuel play...
Conference Paper
Full-text available
Playing a game is a complex skill that comprises a set of more basic skills which map onto the component mechanics of the game. Basic skills and mechanics typically build and depend on each other in a nested learning hierarchy, which game designers have modelled as skill chains of skill atoms. For players to optimally learn and enjoy a game, it sho...
Conference Paper
Full-text available
Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language...
Conference Paper
Gamification is an increasingly popular strategy for increasing user engagement. But how to design gamified systems? While there is an abundance of industry methods, they often remain elusive in essential steps and lack grounding in evidence. This course provides a hands-on introduction into a comprehensive, research-based method for designing gami...
Article
Full-text available
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, non-embarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens...
Conference Paper
Enabled by artificial intelligence techniques, we are witnessing the rise of a new paradigm of computational creativity support: mixed-initiative creative interfaces put human and computer in a tight interactive loop where each suggests, produces, evaluates, modifies, and selects creative outputs in response to the other. This paradigm could broade...
Article
Full-text available
Background Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. Aims We aimed to assess the amount and quality of empirical support for the advantages and effe...
Article
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...
Conference Paper
Full-text available
Human Computation Games (HCGs) aim to engage volunteers to solve information tasks, yet suffer from low sustained engagement themselves. One potential reason for this is limited difficulty balance, as tasks difficulty is unknown and they cannot be freely changed. In this paper, we introduce the use of player rating systems for selecting and sequenc...
Conference Paper
Full-text available
Cities across the world attempt to minimise the negative environmental and wellbeing effects of increasing traffic volume and density. To this end, an increasing number of cities have taken to games and gamified applications to motivate mobility behaviours with less adverse effects. Being a novel approach predominantly deployed on online platforms,...
Conference Paper
Full-text available
Article
Full-text available
Autonomy experience constitutes a core part of the intrinsic motivation of playing games. While research has explored how autonomy is afforded by a game’s design, little is known about the role of the social context of play. Particularly, engaging with serious games or gamified applications is often obligatory, which may thwart autonomy. To tease o...
Conference Paper
Full-text available
From the social sciences to biology and physics, gamified systems and games are increasingly being used as "petri dishes" for observing human behavior in presumably perfectly controlled (digital) environments. This practice rests on the assumption that in-game behavior maps onto out-of-game behavior. This paper argues that methodological research i...
Conference Paper
Full-text available
Play can open adults to novel experiences and behaviors, yet fear of embarrassment often keeps them from engaging in play, particularly when observed by others. This makes embarrassment a crucial design consideration for pervasive play.
Article
Play can open adults to novel experiences and behaviors, yet fear of embarrassment often keeps them from engaging in play, particularly when observed by others. This makes embarrassment a crucial design consideration for pervasive play.
Article
Full-text available
Human Computation Games (HCGs) aim to engage volunteers to solve information tasks, yet suffer from low sustained engagement themselves. One potential reason for this is limited difficulty balance, as tasks difficulty is unknown and they cannot be freely changed. In this paper, we introduce the use of player rating systems for selecting and sequenc...
Article
Full-text available
Cities across the world attempt to minimise the negative environmental and wellbeing effects of increasing traffic volume and density. To this end, an increasing number of cities have taken to games and gamified applications to motivate mobility behaviours with less adverse effects. Being a novel approach predominantly deployed on online platforms,...
Article
Full-text available
From the social sciences to biology and physics, gamified systems and games are increasingly being used as “petri dishes” for observing human behavior in presumably perfectly controlled (digital) environments. This practice rests on the assumption that in-game behavior maps onto out-of-game behavior. This paper argues that methodological research i...
Article
Full-text available
Few theories of gaming enjoyment have focused what is absent in gameplay. One exception is Erving Goffman’s sociological theory of “euphoric ease”. Because spontaneous and socially demanded emotional involvement often align in gameplay, Goffman holds, it lacks the effortful self-monitoring and self-regulation of conduct and emotion typical for ever...
Conference Paper
Full-text available
Few theories of gaming enjoyment have focused what is absent in gameplay. One exception is Erving Goffman's sociological theory of " euphoric ease ". Because spontaneous and socially demanded emotional involvement often align in gameplay, Goffman holds, it lacks the effortful self-monitoring and self-regulation of conduct and emotion typical for ev...
Article
Full-text available
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 play...
Conference Paper
Full-text available
Wherever the rapid evolution of interactive technologies disrupts standing situational norms, creates new, often unclear situational audiences, or crosses cultural boundaries, embarrassment is likely. This makes embarrassment a fundamental adoption and engagement hurdle, but also a creative design space for human-computer interaction. However, rese...
Conference Paper
Full-text available
From social sciences to biology and physics, gamified systems and games are increasingly being used as contexts and tools for research: as “petri dishes” for observing macro-social and economic dynamics; as sources of “big” and/or ecologically valid user behavior and health data; as crowdsourcing tools for research tasks; or as a means to motivate...
Chapter
Die von digitale Netzwerkmedien ermöglichte Konvergenz der Medien wird in den Cultural Studies primär als Kulturwandel der Produktions- und Rezeptions-Rollen verstanden – zumeist in kritischer Auseinandersetzung mit dem von Henry Jenkins entwickelten Begriff der Konvergenzkultur: Dieser beschreibt die Entkopplung von Inhalten von spezifischen Techn...
Chapter
Full-text available
This article presents six critiques of the currently dominant rendition of gamification, and six invitations to rethink it. It suggests expanding the remit of gamification (1) from the structuring of objects to the framing of contexts, and (2) from game design elements to motivational affordances. In its current form, gamification presents an addit...
Thesis
Full-text available
Contemporary theories of video games face a double challenge: While digital convergence decouples the previously stable bundles of ‘media’, instrumental play phenomena like serious games, gamification, work in games and work-like gaming troubles notions of games as fun, inconsequential, and spatiotemporally bounded entities opposite of work. Severa...
Article
Full-text available
Conference Paper
Full-text available
Gamification is a buzz word in the businesses these days. Is this just the latest hype, or a meaningful trend worth paying attention to, or a bit of both? Most importantly, what promises or benefits does gamification hold for the enterprise, and what are the challenges or dangers? We will address these questions and more in this interactive panel d...
Conference Paper
Full-text available
In recent years, gamification - the use of game design elements in non-game contexts - has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This work...
Book
Full-text available
Executive Summary Kapitel 1: Der Begriff „Leitmedium“ 1. Der seit gut zehn Jahren in der Wissenschaft verwendete Begriff Leitmedium ist bis heute kein etabliertes begriffliches Konzept, sondern eine schillernde Bezeichnung für Relevanzzuschreibungen, die von vielfältigen theoretischen Bezügen ausgehen und ganz unterschiedliche Ausschnitte öffentlic...
Article
Full-text available
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
Conference Paper
Full-text available
"Social games", defined as games played and distributed on Social Networks, have become a digital gaming phenomenon. The most popular games boast tens of millions of users each month, employing simple mechanics to reach a vast new audience that was apparently under-served by traditional digital games. Their enormous success raises important academi...
Conference Paper
Full-text available
"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...
Article
Full-text available
1774 veröffentlicht Johann Wolfgang von Goethe seinen fiktiven Briefroman Die Leiden des jungen Werthers. Rasch spricht man vom grassierenden „Wertherfieber“ junger Leser, die sich intensiv mit der liebeskranken Hauptfigur identifizieren – so sehr, dass sich quer über Europa zahllose junge Männer, in „Werthertracht“ gekleidet, den Roman bei sich tr...