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GameDesignPENS_v1

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Created: 5/7/2026

Player Experience of Need Satisfaction skill, applying Self-Determination Theory (Ryan & Deci) to games per the PENS model (Ryan, Rigby & Przybylski 2006, 'The Motivational Pull of Video Games', Motivation and Emotion). Scores a design on the three core psychological needs (autonomy, competence, relatedness) and the two PENS secondary factors (presence: physical/emotional/narrative; intuitive_controls), maps every mechanic to the needs it serves and thwarts, and diagnoses retention or engagement gaps as need-satisfaction failures, with a strict refusal to recommend extrinsic-reward-only fixes (variable reinforcement, login chests, pure leaderboards) for intrinsic-need gaps. Cognitive-only. Species-agnostic.

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