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Glued to Games: How Video Games Draw Us In and Hold Us Spellbound (New Directions in Media) Illustrated Edition
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Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding of the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
- ISBN-100313362246
- ISBN-13978-0313362248
- EditionIllustrated
- PublisherPraeger
- Publication dateFebruary 18, 2011
- LanguageEnglish
- Dimensions6.14 x 0.5 x 9.21 inches
- Print length200 pages
4 stars and above
Editorial Reviews
Review
“This accessible survey of the psychology of video games serves as a useful introduction. Summing Up: Recommended.” ―Choice
“As games mature, and the average age of gamers continues to rise, we can hope that game scholarship will evolve as well, and Glued to Games is a good step in that direction.” ―videogamewriters.com
About the Author
In addition, Scott is the principle investigator on several grants awarded by the National Institutes of Health (NIH) looking at innovative ways to enhance learning and deepen motivation for healthy lifestyle change through virtual environments.
Scott has served on the faculty of the Game Developers Conference, the New York New Media Association, and been a contributing feature author on Gamasutra. His work on measuring the player experience has been featured by EGM as part of its "Future of Video Games" special edition (May, 2007), as well as being featured by ABC News and Scientific American.
Product details
- Publisher : Praeger; Illustrated edition (February 18, 2011)
- Language : English
- Hardcover : 200 pages
- ISBN-10 : 0313362246
- ISBN-13 : 978-0313362248
- Item Weight : 1.05 pounds
- Dimensions : 6.14 x 0.5 x 9.21 inches
- Best Sellers Rank: #1,106,920 in Books (See Top 100 in Books)
- #209 in Demography Studies
- #856 in Social Aspects of Technology
- #932 in Medical Applied Psychology
- Customer Reviews:
About the authors

Discover more of the author’s books, see similar authors, read book recommendations and more.

Scott is founder/president of Immersyve, Inc. (www.immersyve.com) and a veteran of both the ivory tower and interactive media development. After earning his doctorate in clinical psychology with a research emphasis on motivation, Scott spent eight years building Internet games and interactive content for Sony, Time Warner, and Viacom as well as online games based on major feature films such as AI:Artificial Intelligence, Red Planet, and Frequency before founding Immersyve in 2003. Scott was the host of several television shows in the NY region, including Your Internet Show and Metro Channel’s Plugged In with Scott Rigby. His interactive work can also be seen as part of the “Explore the Universe” exhibit at the Smithsonian Institute in Washington, D.C.
In addition, Scott is the principle investigator on several grants awarded by the National Institutes of Health (NIH) looking at innovative ways to enhance learning and deepen motivation for healthy lifestyle change through virtual environments.
Scott has served on the faculty of the Game Developers Conference, the New York New Media Association, and been a contributing feature author on Gamasutra. His work on measuring the player experience has been featured by EGM as part of its “Future of Video Games” special edition (May, 2007), as well as being featured by ABC News and Scientific American.
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Learn more how customers reviews work on AmazonCustomers say
Customers find the book informative and interesting from a psychological perspective. They describe it as a well-written, entertaining read with high-quality paper and binding. The theories and examples resonate with them. Readers consider it a must-read for anyone in marketing, user experience, or leadership roles.
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Customers find the book informative and a great resource. They appreciate the theories and examples from a psychological perspective. The book goes beyond video games and provides knowledge from a refreshing perspective of scientists. It helps them understand the pull of video games and break down any game design.
"...If you want an understanding of what it is that satisfies intrinsic psychological needs and drives sustained engagement--you'll find it here...." Read more
"...don't make video games for a living, this book is fascinating from a psychological perspective...." Read more
"...Using this model, you can break down any game and find holes within the design, and repairing those holes will lead to not just happier customers,..." Read more
"...The theories and examples were interesting, but applying the research to games often seemed like a stretch." Read more
Customers find the book easy to read. They say it's well-written and a must-read for anyone in marketing, user experience, or leadership. The book is produced with high quality paper, binding, editing, and overall professionalism.
"...Beyond this, as another reviewer mentioned, this is a very professional production: high quality paper, binding, editing and proofreading--nothing..." Read more
"...Definitely a solid read for all types." Read more
"...back the curtain on 'fun' and give you the individual components: Competency (need for challenge), Autonomy (need for meaningful choice), and..." Read more
"This book is pretty well written, but I didn't really see much practical application...." Read more
Customers find the book engaging and informative. It covers cognitive psychology and building engagement into games. The authors provide direct, actionable answers to questions about psychological needs and sustained engagement.
"...The authors provide direct and actionable answers to those questions. As a result, this was one of the most valuable books I've ever read...." Read more
"...As a psychologist, I found the book to be very informative and enjoyable. As a gamer, the special examples really resonated with me...." Read more
"...insight into the crossover of cognitive phycology and building engagement into games...." Read more
"Very informative and engaged me on the way so far" Read more
Top reviews from the United States
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- Reviewed in the United States on June 10, 2012The Authors Scott Rigby and Richard Ryan accomplish one of the most difficult challenges for those with extensive scientific and academic backgrounds: presenting the results of years of rigorous research in a book that is easily understood, fully absorbing and at times very entertaining. I have a strong interest in what makes people tick, and because of my career, what makes things engaging and compelling. The authors provide direct and actionable answers to those questions. As a result, this was one of the most valuable books I've ever read. If you want an understanding of what it is that satisfies intrinsic psychological needs and drives sustained engagement--you'll find it here.
While the focus is video games the book goes far beyond games and the knowledge it imparts is highly transferable and applicable. This is a must read for anyone in marketing, user experience, or frankly in any leadership position with an interest in employee motivation.
I am also a parent and struggle a bit with the role video games should play in my kids' lives. To be clear of my bias, I'd call myself more of an advocate than a critic. I still play a very direct role in the type of games they can play and I believe the games they play are beneficial to them. I've learned a lot of critical thinking, logic, and systems optimization from games and I believe they have value. Despite the title, "Glued to Games" is not inherently anti-video game. I might even call it slightly positive towards them.
It is at the very least, balanced. The authors address the negative side of video games but do it from a refreshing perspective of scientists. They are not sensationalist, trying to grab headlines, but instead present the research without bias and with thoughtful consideration of the implications. They succeed in imparting an understanding of why video games can, "hold us spellbound" with both the benefits and the dangers of that powerful ability. If you are a parent, this book will help you understand (and relax a bit) about the power of video games.
Beyond this, as another reviewer mentioned, this is a very professional production: high quality paper, binding, editing and proofreading--nothing to distract the reader from the very substantial content herein.
- Reviewed in the United States on April 3, 2012I was skeptical to drop money on this book since the only review, although positive, was from a self-proclaimed non-gamer. I picked up the sample on my Kindle Fire and was pleasantly surprised, so I bought the full book.
To give a little background, I AM a gamer and I work for a mobile video game developer. We recently got into the social/freemium market and, although our games have great ratings, we seem to be lacking in retention. This is where Glued to Games comes into play. I am just a little over halfway through the book and I already have a decent list of things that will help to improve our current game as well as our past/future titles.
Even if you don't make video games for a living, this book is fascinating from a psychological perspective. Ever wonder why some games, even simple ones, draw in users and get them hooked? This book explains it. I would recommend this to anyone trying to understand the relationship that games and gamers have.
On a final note, the authors are themselves gamers and give many examples of recent games that are good at hooking users. They also give real-world examples, for those who may have not played the games. Definitely a solid read for all types.
- Reviewed in the United States on February 23, 2015The most amazing thing this book does is pull back the curtain on 'fun' and give you the individual components: Competency (need for challenge), Autonomy (need for meaningful choice), and Relatedness (need to feel important). Using this model, you can break down any game and find holes within the design, and repairing those holes will lead to not just happier customers, but also higher sales.
Once more, their theory is not just conjecture but something they test through countless research projects. They find people engaging with the games based on their model more often and for longer periods of time, so this isn't just a theory. Their research is also backed by more than 30 years in Applied Psychology, and they've found that providing these needs in other areas of life (school, work, sports, relationships, etc.) creates more engaged people in those areas as well.
While the tail end of their book won't be as meaningful for designers, I highly recommend this book as "Must Read" for anyone in the video game industry and interested in design because it really helps to break down the simple things that we take for granted in games
- Reviewed in the United States on May 29, 2012This book is pretty well written, but I didn't really see much practical application. The theories and examples were interesting, but applying the research to games often seemed like a stretch.
- Reviewed in the United States on November 17, 2012I really enjoyed the author's approach to the PENS model. As a psychologist, I found the book to be very informative and enjoyable. As a gamer, the special examples really resonated with me. I also appreciate how Rigby explains several of his concepts in a way that even the lay population could understand. Great book, and hopefully this field continues to grow.
Top reviews from other countries
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Bleistift82Reviewed in Germany on October 11, 20165.0 out of 5 stars Drin ist, was draufsteht, und zwar recht gut erklärt!
Wem es schonmal so gegangen ist, dass er abends mal kurz eine Runde zocken wollte und sich dann um halb drei überwinden konnte, endlich die Kiste/Konsole/etc. abzuschalten, und sich am nächsten Tag gefragt hat, warum er/sie nicht früher den Aus-Knopf oder die Escape-taste gefunden hat: Dieses Buch liefert Antworten und brauchbare Erklärungsansätze. Dabei wird auf die dahinterliegenden motivationspsychologischen Mechanismen eingegangen. Anhand von Beispielen werden verschiedene Arten von Spielen in Gruppen eingeteilt und dargelegt, welche Bedürfnisse sie jeweils befriedigen und was die grundlegenden Mechanismen der Spiele einer Gruppe sind. Ich fand es jedenfalls hochinteressant, die Wirkungsweise von Games analysiert zu bekommen und dies mit meinen eigenen Erfahrungen als Gelegenheitsspieler abzugleichen. Ich habe auch schon Aufsätze zu dem Thema gefunden, wo dieses Werk zitiert wurde (dadurch bin ich überhaupt erst auf dieses Buch gekommen). Allerdings ist das Buch durchaus verständlich geschrieben. Es wird auf überkomplexe Sätze verzichtet. Gut, einige dann selbsterklärende Fachbegriffe muss man erst nachschlagen, aber wenn man gelegtentlich englische Literatur liest, kann man sich auch einigermaßen zügig durch dieses Buch durcharbeiten. Zudem sollte man natürlich ein gewisses Interesse an dem Thema und / oder psychologischen Fragestellungen bzw. der Fragestellung des Buches mitbringen. Für mich war(ist) das Buch lehrreich obwohl ich weder Psychologe bin noch regelmäßig Psycho-Literatur lese, ich bin als praktischer Gelegenheitsspieler über die im Titel formulierte Frage auf dieses Buch gekommen.
Dieses nüchtern analysierende Buch sollten sich auch mal diejenigen durchlesen, die bei sich bietenden Gelegenheit eine "Killerspieldebatt" vom Zaun brechen - aber das dürfte wohl Wunschdenken bleiben. Der Zweck von Blut in Computerspielen wird hier nämlich auch erklärt.
Mir ist im Moment kein derartig systematisch ansetzendes Buch zu dem Thema auf Deutsch bekannt.
MzEddReviewed in the United Kingdom on September 18, 20145.0 out of 5 stars Accessible and academic - how often do you find that!
I read this as part of my academic study and found it a compelling read. Whilst it retained academic references to help with my further studies it was also written in an accessible style in the manner of better quality popular science books. So, in summary: a great read for parents of young gamers, gamers themselves, teachers instructors and educationalists and anyone with an academic interest in this area. I wish all my text references were as good.
Eva SReviewed in Germany on June 25, 20195.0 out of 5 stars Good read, very informative
The book is very well written and draws the reader in just as much as they claim that video games draw gamers in. Moreover, they provide powerful, interesting insights into the psychology of gaming. Recommended for gamers, researchers, parents, teachers, etc.