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This follow-up work takes a broader view\u2014examining SDT scholarship on games, a wider corpus of SDT-based HCI games research (N = 259), and perspectives from a games industry practitioner conference\u2014to help explain current applications of SDT. Our findings suggest that perfunctory applications of the theory in HCI games research originate in part from within SDT scholarship on games, which itself exhibits limited engagement with theoretical tenets. Against this backdrop, we unpack the popularity of SDT in HCI games research and identify conditions underlying the theory\u2019s current use as an oft-unquestioned paradigm. Finally, we outline avenues for more productive SDT-informed games research and consider ways towards more intentional practices of theory use in HCI.<\/jats:p>","DOI":"10.1145\/3673230","type":"journal-article","created":{"date-parts":[[2024,6,15]],"date-time":"2024-06-15T14:23:53Z","timestamp":1718461433000},"page":"1-74","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":44,"title":["Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms"],"prefix":"10.1145","volume":"31","author":[{"given":"April","family":"Tyack","sequence":"first","affiliation":[{"name":"IT University of Copenhagen, Copenhagen, Denmark"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-0076-6703","authenticated-orcid":false,"given":"Elisa D.","family":"Mekler","sequence":"additional","affiliation":[{"name":"IT University of Copenhagen, Copenhagen, Denmark"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2024,8,30]]},"reference":[{"key":"e_1_3_3_2_2","doi-asserted-by":"publisher","DOI":"10.1037\/mot0000063"},{"key":"e_1_3_3_3_2","doi-asserted-by":"publisher","DOI":"10.1111\/josi.12305"},{"key":"e_1_3_3_4_2","doi-asserted-by":"publisher","DOI":"10.1145\/3410404.3414241"},{"key":"e_1_3_3_5_2","doi-asserted-by":"publisher","DOI":"10.1145\/2207676.2208354"},{"key":"e_1_3_3_6_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2017.10.001"},{"key":"e_1_3_3_7_2","doi-asserted-by":"publisher","DOI":"10.1145\/3311350.3347151"},{"key":"e_1_3_3_8_2","volume-title":"Proceedings of the CHI Conference on Human Factors in Computing Systems","author":"Alexandrovsky ** Dmitry","year":"2021","unstructured":"** Dmitry Alexandrovsky, Maximilian Achim Friehs, Jendrik Grittner, Susanne Putze, Max V. 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Epic Games Cary NC."},{"key":"e_1_3_3_176_2","doi-asserted-by":"publisher","DOI":"10.1145\/3410404.3414239"},{"key":"e_1_3_3_177_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2020.102427"},{"key":"e_1_3_3_178_2","doi-asserted-by":"publisher","DOI":"10.1145\/3337722.3337737"},{"key":"e_1_3_3_179_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2018.05.006"},{"key":"e_1_3_3_180_2","doi-asserted-by":"publisher","DOI":"10.1145\/3290605.3300690"},{"key":"e_1_3_3_181_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2017.12.018"},{"key":"e_1_3_3_182_2","doi-asserted-by":"publisher","DOI":"10.1177\/15554120221101312"},{"key":"e_1_3_3_183_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.jvb.2020.103473"},{"key":"e_1_3_3_184_2","doi-asserted-by":"publisher","DOI":"10.1145\/2658537.2658700"},{"key":"e_1_3_3_185_2","doi-asserted-by":"publisher","DOI":"10.1007\/s10648-018-9446-6"},{"key":"e_1_3_3_186_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2022.107232"},{"key":"e_1_3_3_187_2","unstructured":"Bryant Francis. 2021. 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It\u2019s Like a Walk in the Park\u2013on Why Are Walking Simulators So Controversial. Transformacje 3, 90\/91 (2016), 241\u2013263.","journal-title":"Transformacje"},{"key":"e_1_3_3_208_2","doi-asserted-by":"publisher","DOI":"10.1145\/3242671.3242694"},{"key":"e_1_3_3_209_2","doi-asserted-by":"publisher","DOI":"10.3389\/frvir.2022.847120"},{"key":"e_1_3_3_210_2","doi-asserted-by":"publisher","DOI":"10.1145\/3474699"},{"key":"e_1_3_3_211_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2018.08.004"},{"key":"e_1_3_3_212_2","doi-asserted-by":"publisher","DOI":"10.1145\/2598510.2598595"},{"key":"e_1_3_3_213_2","unstructured":"# Jamie Griesemer. 2010. Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3. Video. Retrieved from https:\/\/www.gdcvault.com\/play\/1012211\/Design-in-Detail-Changing-the"},{"key":"e_1_3_3_214_2","unstructured":"# Jamie Griesemer. 2011. 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Homecoming: Exploring Returns to Long-Term Single Player Games. In Proceedings of the CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, 1\u201313."},{"key":"e_1_3_3_230_2","unstructured":"Harmonix. 2005. Guitar Hero. RedOctane Mountain View CA."},{"key":"e_1_3_3_231_2","doi-asserted-by":"publisher","DOI":"10.1145\/3290605.3300239"},{"key":"e_1_3_3_232_2","doi-asserted-by":"publisher","DOI":"10.1145\/2702123.2702606"},{"key":"e_1_3_3_233_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.intcom.2010.04.002"},{"key":"e_1_3_3_234_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2017.01.040"},{"key":"e_1_3_3_235_2","unstructured":"Chris Hecker. 2010. Achievements Considered Harmful? Video. Retrieved from https:\/\/www.gdcvault.com\/play\/1012290\/Achievements-Considered-Harmful"},{"key":"e_1_3_3_236_2","doi-asserted-by":"publisher","DOI":"10.1145\/2470654.2466452"},{"key":"e_1_3_3_237_2","doi-asserted-by":"publisher","DOI":"10.5555\/2753876.2753989"},{"key":"e_1_3_3_238_2","doi-asserted-by":"publisher","DOI":"10.1145\/3311350.3347171"},{"key":"e_1_3_3_239_2","doi-asserted-by":"publisher","DOI":"10.1145\/2793107.2793119"},{"key":"e_1_3_3_240_2","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2019.8848105"},{"key":"e_1_3_3_241_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2018.11.049"},{"key":"e_1_3_3_242_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2017.03.001"},{"key":"e_1_3_3_243_2","unstructured":"# Celia Hodent. 2014. Developing UX Practices at Epic Games. Video. Retrieved from https:\/\/www.gdcvault.com\/play\/1020867\/Developing-UX-Practices-at-Epic"},{"key":"e_1_3_3_244_2","unstructured":"# Celia Hodent. 2015. The Gamer\u2019s Brain: How Neuroscience and UX Can Impact Design. Video. Retrieved from https:\/\/www.gdcvault.com\/play\/1022309\/The-Gamer-s-Brain-How"},{"key":"e_1_3_3_245_2","unstructured":"# Celia Hodent. 2016. The Gamer\u2019s Brain: Part 2 \u2013 UX of Onboarding and Player Engagement. Video. Retrieved from http:\/\/www.gdcvault.com\/play\/1023231\/The-Gamer-s-Brain-Part"},{"key":"e_1_3_3_246_2","unstructured":"# Celia Hodent. 2017. The Gamer\u2019s Brain: Part 3 \u2013 The UX of Engagement and Immersion (or Retention). Video. Retrieved from https:\/\/www.gdcvault.com\/play\/1024055\/The-Gamer-s-Brain-Part"},{"key":"e_1_3_3_247_2","unstructured":"# Celia Hodent. 2019. Developing a UX Mindset on Fortnite. Video. Retrieved from https:\/\/www.gdcvault.com\/play\/1025826\/Developing-a-UX-Mindset-on"},{"key":"e_1_3_3_248_2","volume-title":"The Gamer\u2019s Brain: How Neuroscience and UX Can Impact Video Game Design","author":"Hodent Celia","year":"2018","unstructured":"Celia Hodent. 2018. The Gamer\u2019s Brain: How Neuroscience and UX Can Impact Video Game Design. 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