ABSTRACT
Purpose:
Grounded in self-determination theory, this study examined whether the virtual reality gaming experience meets individuals’ psychological needs and develops their interest in VR sports games.
Research methods:
The authors conducted an exploratory study to examine video gamers’ motivation for playing VR games using interviews with 29 participants from the U.S. and Nigeria.
Results and findings:
The study found that most participants had two psychological needs met, namely competence and autonomy, while relatedness was not found. The participants demonstrated intrinsic motivation, as they expressed an interest to play VR games or to use a VR headset in the future. However, their current motivation status, in terms of their interest in purchasing a VR headset, can be qualified as identified regulation. Immersive experience was also found to be a major theme. Comparing Nigerian and U.S. participants, the Nigerians experienced dual learning curves. A few Nigerian participants indicated that they felt controlled by an external source in the game, while the U.S. participants were frustrated due to the limited controllable options available in the game. Some Nigerian participants also felt as if they were interacting with computer-driven characters.
Implications:
This study extends the research in this area and provides practical implications for various stakeholders involved in VR gaming technology.
Acknowledgements
Data are not publicly available due to the IRB requirement and the nature of the data directly collected from participants that include students. However, authors are willing to share a summary of anonymous data upon request. Data and findings were disseminated at the British Psychological Society Cyberpsychology Section Annual Conference in July 2021.
Disclosure statement
No potential conflict of interest was reported by the author(s).