What motivates learners? What could motivate them to get interested in strengthening their skills in media literacy? We propose to use video games as a key to create relatedness with this topic.

An introduction to Self-Determination Theory

But first, it’s time for psychology (and game design) lesson!

In game design, we often consider the pillars of intrinsic motivation in Deci and Ryan’s Self-Determination Theory. It posits that people can self-determine when they fulfill three basic needs: autonomy, competence, and relatedness.

When I say “we”, I do mean us at YuzuPulse, but also companies such as Epic Games with Fortnite, for instance (you can read all about Celia Hodent’s work on UX on her blog in the references).

What do these pillars stand for? Let’s explain with examples applied to games and learning, so you can see some similarities.

Autonomy:

  • Learning: In learning, autonomy refers to the learner’s ability to control their learning process. This can be seen in self-directed learning environments where students choose what to learn, how to learn it, and at what pace. For example, project-based learning allows students to select topics of interest and explore them in depth.
  • Video games: In video games, autonomy stems from the fact that you control a character and their action in a particular setting. Autonomy is at the base of open-world designs, in which players feel free to roam and explore, and to complete quests in any order they want (although clever game design nudges the player in the main direction). For instance, in “The Legend of Zelda: Breath of the Wild,” players can explore the vast world and complete quests in any order they prefer – or just get distracted by mysteries encountered along the way.

 

Kuda se zaputiti dalje u Nintendovoj igri „The Legend of Zelda: Breath of the Wild” (2017)

Competence:

  • Learning: Competence in learning involves mastering skills and knowledge. It is supported by providing challenges that are well-matched to the learner’s abilities and offering feedback that helps them improve. For example, adaptive learning technologies adjust the difficulty of tasks based on the learner’s performance to maintain an optimal level of challenge. But really, support from a teacher can support learners’ feeling of competence just as well.
  • Video games: In video games, competence can be fostered by designing game mechanics that start simple and gradually increase in complexity. For instance, the first levels in Super Mario games are quite easy, but the last ones can prove to be a real challenge even to seasoned gamers. Games such as the Dark Souls series (started in 2011) are known for their difficulty, but they provide a sense of accomplishment and competence as players overcome challenging enemies and obstacles through skill development  – which can be a fancy way to say they had to nerd out and to learn the bosses’ patterns and how to reach to them through long hours or being beaten over and over.
Seath the Scatheless: jedan od top 10 najtežih bosova u serijalu Dark Souls (2018) prema sajtu GameRant

Relatedness:

  • Learning: Relatedness in learning refers to the sense of connection and belonging that learners may feel with their peers, instructors, or with the topic studied. Collaborative learning activities, such as group projects and discussions, enhance relatedness by fostering social interactions and mutual support.
  • Video games: Relatedness in video games can stem from many factors, such as:
    • Playing with your friends or peers in local co-op games or online games, such as Fortnite (2017) or Among Us (2018)
    • Being involved in strong bonds with rich non-player characters, which makes you feel you’re saving the world with your bros in Final Fantasy XV (2016) or with your found family in Clair Obscur: Expedition 33 (2025)
    • Enjoying the general atmosphere of a game, whether it be Outer Wilds’ (2019) mysterious atmosphere, Doom Eternal’s industrial metal soundtrack (2020), can make you feel like you are in your element.

Whether sharing a hearty meal with your friends (Final Fantasy XV), consoling your team member (Expedition 33), or grilling marshmallows alone (Outer Wilds), camp scenes allow to reflect and are often catalysers of relatedness.

Based on preliminary findings from focus groups with 53 educators conducted by the Pixel Media project partners, it turns out that learners don’t always feel the need to check information, for instance, because they do not feel concerned enough to spur into action. This is why we pose video games as key to create a sense of belonging and relatedness with media education. In a next article, we’ll cover some examples of games that can foster media literacy!

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