Gamer Motivation Theory: What Drives Player Engagement?
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A Framework for Decoding What Players Really Want: The Psychogenic Equilibrium Theory of Gamer Motivation

What compels a player to keep coming back—or, even better, to choose your game over countless others? Why are some players drawn to certain genres, gameplay mechanics, or design styles?

At its core, the answer appears straightforward: people want to feel good. Every choice we make—whether it’s driven by quick satisfaction or longer-term fulfillment—aims to bring a sense of mental and emotional well-being, free from stress or tension. In other words, we crave balance.

Building on this simple observation, I began referring to this state as Psychogenic Equilibrium—a mental “homeostasis” (mental balance) that every person, including every gamer, naturally strives for. Under my direction at Try Evidence, and with the invaluable support of my colleagues (Joanna Buganik and Marcelina Król), we developed a detailed model and taxonomy of gamer needs, which we call the Psychogenic Equilibrium Theory of Gamer Motivation (PETGaMo).

Our goal in creating PETGaMo was to meet the actual demands of today’s industry: a way for developers and publishers to better understand what drives players on a deeper level and how to craft experiences that click with these drives. We wanted to go beyond generic motivations and instead capture the subtle factors that keep players engaged—or push them away.

What is Motivation, Anyway?

At first glance, the concept of motivation may look self-explanatory—yet there’s no single, universally accepted definition in psychology. Some psychologists see motivation as an inner energy that propels us forward. Others emphasize external factors, such as rewards, punishments, or social pressures.

Despite these varying perspectives, one practical truth resonates in the games industry: motivation is whatever makes players want to invest their time and resources into a game and then come back for more. Whether we’re talking about the thrill of overcoming a tough challenge or the promise of in-game rewards, it’s all about feeding that desire to engage.

In PETGaMo, we consider both intrinsic motivation (driven by internal satisfaction, like solving a puzzle or mastering a new skill) and extrinsic motivation (driven by tangible incentives like points, loot, achievements, or in-game prestige—for example, climbing leaderboards or gaining recognition from the community).

Where Inner Drives Meet External Rewards

Our model maps these tendencies onto the overarching concept of Psychogenic Equilibrium—showing that every motivational pull, big or small, ultimately brings the player closer to that sense of mental and emotional balance.

Why We Developed It and What It Offers?

Our work on the Psychogenic Equilibrium Theory of Gamer Motivation (PETGaMo) began with a clear objective: to offer an alternative to existing motivational frameworks that sometimes fail to capture the full complexity of what drives gamers. Through our research and consulting for various developers and publishers—from small indie teams to major AAA studios—we noticed a recurring challenge. Traditional models, while valuable on a high level, can feel too abstract when you’re trying to apply them directly in game design or marketing.

Developers today want practical, targeted insights. They don’t just wonder if players like “competition” or “exploration”—they need to understand more subtle questions, such as:

  • What makes souls-like games so satisfying for certain audiences?
  • Why do some players seek out horror experiences?
  • What underlies the motivation to play a tactical RPG—or to avoid it?

Equally important, creators want to recognize the frustrations that can turn audiences away. For example, fans of #DarkFantasy may have different pain points than those drawn to #Psychedelic or #SideScroller games.

Existing gamer motivation models—Bartle’s, Yee’s, Hexad, BrainHex—often rely on predefined segments or focus on specific genres. These can overlook the dynamic, specialized niches modern developers need. That’s where PETGaMo comes in. It weaves together psychodynamic concepts (especially those drawn from Henry Murray), established motivation theories (from behaviorism to Regulatory Focus Theory), and updated psychometric approaches. Our model aims to pinpoint not only the drives and needs that keep players engaged but also the everyday preferences, irritations, and deeper reasons they choose (or abandon) certain types of games.

By integrating this range of psychological and empirical insights, PETGaMo reveals a broader spectrum of player motivations that traditional frameworks often miss. It’s designed from the ground up to help you see—and strategically address—the core reasons players gravitate toward particular experiences.

Expanding on “Psychogenic Equilibrium”: Players’ Drive for Mental Balance

As described in the introduction, Psychogenic Equilibrium refers to a mental and emotional state akin to biological homeostasis. It’s the balance players consciously or unconsciously aim for when they engage with video games. In essence, every individual—whether or not they think of themselves in psychological terms—seeks to reduce internal tensions, feel in control, and experience contentment.

The Psychogenic Equilibrium Psychogenic Equilibrium Theory of Gamer Motivation various motivations

In the PETGaMo framework, this equilibrium functions as the primary psychological need that gamers hope to satisfy. However, reaching such a state is rarely straightforward. Each player contends with various pressures, which can be physical (discomfort, fatigue) or psychological, arising from both internal (thoughts, emotions, self-esteem) and external (social judgments, cultural norms) sources. When players face these pressures—stress from a long day at work, the psychological drive for achievement, the urge to unwind—they look for activities that promise relief or fulfillment.

Video games can be a potent response to these pressures. Some individuals specifically say they use games to “relax” or “blow off steam”—an easy-to-recognize, conscious part of their move toward equilibrium. However, they may also be driven by deeper motivations, which often remain hidden even from the players themselves. Thorough interviews and research sometimes reveal these less obvious factors, such as striving for self-worth through conquering difficult challenges or seeking emotional catharsis through visceral combat and violent in-game action.

All these nuanced drivers point to one unifying idea: people try to restore their internal balance through gaming. Whether it’s by exploring a vast narrative world, dominating in player-versus-player matches, or simply ticking off achievements, the overriding goal is to alleviate tensions and reach a satisfying mental “comfort zone.” Knowing this, developers can speak directly to players’ core motivations—and ultimately strengthen the bond between gamers and the worlds they choose to inhabit.

Key Motivations in the PETGaMo Framework

Recent findings led us to reorganize PETGaMo into four main domains—each capturing a distinct dimension of players’ psychological needs. Within those domains, you’ll find subgroups (and in some cases, sub-facets) that represent core motivational drives.

  1. Mastery & Immersion
  2. Control & Challenge
  3. Social Connection
  4. Autonomy & Rebellion

Below is a concise overview of these domains and their related needs.

Mastery & Immersion

  • Achievement & Mastery
    A meta-drive to tangible progress, skill development, or accomplishment (such as leveling up or conquering formidable challenges).

    • Accumulation
      A drive to gather items, resources, or collectibles—anything that delivers a sense of quantity and possession within the game. Players with a high drive for accumulation enjoy earning in-game currency, collecting rare or valuable items, and striving to gather everything available.
    • Completion
      A drive to finish tasks or explore every corner, often seen in players who aim for full completion (side quests, achievements, collectibles). Players with a high drive for completion strive to explore every area to achieve a sense of accomplishment.
    • Resilience
      A drive to push through setbacks or repeated failures—think of challenging boss fights or roguelikes where persistence is paramount. Players with a high drive for resilience quickly recover from setbacks to continue progressing.
  • Immersive Experience / Escapism
    A drive to experience deep, engaging worlds—seeking absorbing narratives, atmospheric design, and a sense of “being there.” The stronger this drive, the more likely players are to use the game environment to mentally or emotionally disconnect from real-life stressors.

Control & Challenge

  • Dominance & Catharsis
    • Catharsis
      A drive to relieve negative emotions through gaming. Players with a high drive for catharsis use games to release steam, unload frustration or anger, and ease tension by engaging with aggressive or intense action elements.
    • Supremacy
      A drive to achieve and maintain an advantage over others in games. Players with a high drive for supremacy seek to demonstrate competitive dominance, eliminate other players, and feel superior by controlling gameplay and achieving dominant accomplishments.
  • Cognitive Challenge / Problem-Solving
    A drive to solve challenging tasks, puzzles, and complex game problems. Players with a high drive for problem-solving seek mental challenges, enjoy tackling complex issues, and find satisfaction in overcoming intricate game elements.

Social Connection

  • Social Bonds & Reflection
    • Deep Relations
      A drive to form meaningful connections within games. Players with a high drive for deep relations seek to connect with game characters and build relationships with other players, enhancing their engagement through interpersonal interactions in the gaming environment.
    • Meaningful Reflection
      A drive to engage with game storylines that provoke thought about important topics. Players with a high drive for meaningful reflection seek games that explore the purpose of life, relationships, personal values, and complex philosophical or social issues like freedom, equality, and justice, fostering deeper contemplation and personal insight.
    • Nurture, Guidance
      A drive to caring or guiding behaviors, whether helping new players or nurturing relationships with NPCs. Players with a high drive for nurture feel fulfilled when protecting weaker characters, aiding less experienced players, and supporting characters during difficult moments.
  • Social Cooperation & Recognition
    • Cooperation
      A drive to belong and work with others within teams or guilds, feeling part of a supportive community. Players with a high drive for cooperation seek to feel part of a group or community and enjoy collaborating with others to achieve common goals.
    • Reputation
      A drive to gain recognition and admiration. Players with a high drive for reputation feel proud when complimented, enjoy being admired, and want their friends to notice their contributions, seeking acknowledgment and respect through positive feedback and visible achievements.
    • Conformity
      A drive to adhere to game rules and norms to fit in. Players with a high drive for conformity strive to follow the game’s expectations, feel uncomfortable when their character acts against other characters’ expectations, and prefer their actions to align with those of other players.

Autonomy & Rebellion

  • Autonomy
    Wanting to shape the game’s trajectory, make personal choices, and maintain freedom from strict constraints—valuing open-ended play or sandbox elements. Players with a high drive for autonomy seek games with few restrictions and prefer to choose how they play, enhancing their gaming experience through choices and flexibility.
  • Rebellion
    A drive against limitations, norms and restrictions. Players with a high drive for rebellion feel frustrated by rigid rules and may enjoy breaking rules or taking unconventional paths; they’re driven by a sense of defiance or independence by challenging imposed limitations.

By mapping specific needs into these domains and subgroups, PETGaMo gives you a clearer picture of what genuinely resonates with different player segments. Some may prioritize completion and accumulation, while others crave deep emotional connections or rebellious freedom. These distinctions allow for more targeted design decisions—from storyline branching to reward systems—and helps you cultivate experiences aligned with the core motivations that keep players engaged.

This organization is the result of ongoing research and testing. It refines earlier iterations of PETGaMo by clarifying where specific needs naturally cluster together. This guaranteed that each category is both distinct and practically applicable.

A Note on Methodology: How We Arrived at These Categories

To arrive at this refined structure of 16 needs clustered within four main domains, we began by revisiting the classic taxonomy of human needs proposed by Henry Murray. Adapting it for the context of video games, we added several new needs uniquely relevant to modern gaming. From there, the research involved two main phases:

Initial Item Pool and Pilot Study

  • We compiled 114 questionnaire items (short statements) intended to diagnose a variety of gamer motivations.
  • This initial version was piloted on 128 players in the United States. Through statistical and qualitative analyses, we identified the most reliable and meaningful statements that consistently reflected distinct motivational tendencies.

Validation Studies

  • We refined the tool down to 48 core items and then tested it in a broader sample of 303 players from English-speaking countries (mainly the USA and the UK).
  • We also tested it on a sample of another 640 players from Germany, France, and South Korea.
  • Factor analyses helped confirm which needs naturally group together, while also revealing patterns that suggested the four overarching domains.
  • We cross-checked these findings with demographic and psychographic data, exploring how specific motivational drives correlate with preferred game genres, Steam tags, or specific play styles.

Through this three-phase process—pilot testing followed by validations—we consolidated overlapping needs, removed redundant items, and arrived at the cohesive PETGaMo structure visible today. The final model was designed to be practical and scalable: broad enough to capture a range of player behaviors, yet detailed enough to guide real-world decisions in game design, marketing, and player research.

Examples and Key Findings from the Early PETGaMo Research

These selected findings are part of our global market study launched in 2024, where we analyze the preferences, dislikes, and game choices of players with distinct traits and motivations who turn to games to cope with psychological pressures. In the first phase of PETGaMo research, we focused on players from English-speaking countries, primarily the USA and the UK, as these markets dominate global PC and console game sales, significantly influencing industry trends and revenue.

Here, we present some of the most compelling insights gathered so far, with further findings to be shared as our research progresses.

Resilience Emerges as a Strong, Stable Drive

Among the surveyed gamers, Resilience repeatedly scored as one of the most stable and influential motivational tendencies. This drive centers on “overcoming setbacks and persisting despite failures.” Players with high Resilience thrive on new challenges and recover quickly from defeat, deriving satisfaction from incremental progress.

Typical Examples

  • Hades or Sekiro: These titles reward perseverance; repeated failures become stepping stones to mastery.
  • Dead Cells: Each new attempt builds on previous runs, steadily improving the player’s capability.
Hades game screenshot with skulls and text about retelling stories, symbolizing player motivation through progression and storytelling.
Hades: after each defeat, the player starts over but gains new skills and uncovers more of the story, creating a sense of progress and satisfaction from overcoming challenges.

High Intensity of Accumulation and Completion

Two other especially strong motivations were Accumulation and Completion:

  • Accumulation: A drive to collect currency and items, often chasing rare or exclusive in-game resources.
  • Completion: The desire to explore every corner, solve every quest, and tick off all achievements—players who aim to do “100% of everything.”

Typical Example

  • The Legend of Zelda: Breath of the Wild: A vast world filled with hidden puzzles, collectibles (like 900 Korok Seeds), and secrets that appeal directly to those driven by Accumulation and Completion.
Link talking to a Korok character in The Legend of Zelda: Breath of the Wild, showcasing hidden collectibles and exploration.
The Legend of Zelda: Breath of the Wild’s exceptionally vast world filled with hidden treasures, puzzles, and collectibles (like 900 Korok Seeds) draws in players motivated by the drive for completion, engaging them for nearly 200 hours (compared to around 50 hours for the main story).

Low Intensity of Conformity

By contrast, Conformity (the urge to follow established norms or social rules in-game) scored notably low. Players generally reported a weaker desire to align strictly with in-game conventions and expectations.

Typical Example

  • Stardew Valley: Encouraging social integration and community life appeals to those who do enjoy fitting into a game’s culture and routine, but for many gamers, strict adherence to rules isn’t a top priority.
Wedding scene in Stardew Valley showcasing community life, relationships, and player interaction with villagers.
Stardew Valley promotes social integration and community life, encouraging players to build relationships with villagers, complete tasks aligned with community expectations, and follow norms around farm work and helping others—appealing to players oriented toward conformity.

The average and median Conformity scores were the lowest among all motivational drives measured. Generally, players view themselves as less inclined to conform to in-game norms and expectations, with solid consistency in rating this motivation as low importance.

Moderate Identification with Rebellion and Supremacy

Rebellion (resisting or breaking game restrictions) and Supremacy (achieving dominance over other players or AI) showed moderate intensity but varied widely among different types of gamers:

  • Rebellion: A drive to defy and break game restrictions. Players with a high drive for Rebellion experience frustration with rigid rules and often exploit mechanics, reject intended paths, or subvert in-game expectations to assert their independence. Statistical analysis showed that about 39% of players are strongly inclined toward Rebellion, while others display little or no such tendency.
  • Supremacy: Approximately half of the surveyed population expressed a strong inclination toward competitive advantage, such as dominating leaderboards, outperforming peers, or controlling the game environment.

Typical Example

  • Cyberpunk 2077: Offers a narrative built around rebellion. Players who value bending or breaking the rules find satisfaction in pushing against the game’s structured elements
Cyberpunk 2077 scene with a rebellious character on a futuristic motorcycle pursued by armed vehicles, symbolizing defiance and personal freedom.
Cyberpunk 2077, a game we collaborated on through research, weaves the theme of rebellion directly into its narrative and world. Players who value breaking rules, forging their own paths, and expressing a rebellious attitude feel at home in this game.

An interesting finding is that even though players identify somewhat more with a need for Rebellion or Resistance in games than with Conformity, these aren’t necessarily “two sides of the same coin.” In other words, a lack of conformity doesn’t imply that players are inherently rebellious. Moreover, there were substantial differences in Rebellion intensity across generations (with Gen Z scoring the highest) and regions (with the USA showing the highest scores).

Preliminary Implications

These findings underscore the complexity of gamer motivations. While Resilience and Achievement (via Accumulation or Completion) tend to show strong, consistent engagement across broad player groups, substantial segments also prioritize competitive supremacy or the thrill of rebellion. By mapping out which drives dominate in a particular audience—or identifying drives that conflict—developers can avoid feature overload and design more focused, satisfying experiences.

From Theory to Practice: Implications for Game Design

PETGaMo’s findings show that players are motivated by various combinations of drives—not just a single “dominant” need. Some crave challenge and progression, others value exploration or social bonds, and still others are drawn to competition or rebellion. Awareness of these different drives can transform the way you approach your game’s mechanics, narrative, and reward systems.

Bar chart showing average intensities of motivational tendencies among gamers, comparing drives like supremacy, conformity, rebellion, resilience, accumulation, and completion.
Motivational tendencies among gamers measured by average intensities, highlighting the strongest drives (resilience, accumulation, completion) and weaker drives (conformity and rebellion).

Avoid Designing for the “Average” Player

Designing around a single, generic player profile often leads to shallow or scattered systems that satisfy no one fully. PETGaMo highlights that even if a few needs—like Resilience or Accumulation—consistently appear in many players, there are still substantial segments who prioritize completely different drives. Rather than chasing a one-size-fits-all formula, it’s often more impactful to:

  • Identify your core audience: determine which motivational clusters (e.g., challenge-seekers, completionists, or social cooperators) truly align with your game concept.
  • Focus on 2–3 primary needs: it’s better to excel in specific areas—such as deep narrative immersion, intense PvP, or robust collection mechanics—than to dilute the experience with features that clash.
  • Strategically target key #tags: Identify the tags where your game excels (or will excel), align them with what your target audience seeks most, and combine them with the most pressing unmet needs of your players to capture attention and stand out.

Balance Conflicting Motivations

In practice, many motivations can coexist within the same audience. Some players enjoy breaking rules yet also want a sense of progress and structure. Balancing these conflicting drives can be tricky:

  • Offer freedom in certain areas, structure in others: if autonomy and rebellion are prominent, make sure your game world accommodates creativity and experimentation. At the same time, preserve enough structure for players who thrive on clear goals and feedback loops.
  • Provide optional paths: let rebellious players deviate from the storyline or game rules if they wish, while more conformist players can follow a straightforward path. By giving each group room to pursue their preferred style, you cater to multiple drives without forcing a single approach.

Highlight Meaningful Rewards and Feedback

Players often stick around when they feel their efforts matter—whether by earning new items, gaining community recognition, or seeing tangible progress toward a significant goal.

  • Use substantive milestones: show how a player has grown, not just through a numeric level, but through visible mastery, story progression, or unlocking unique content.
  • Acknowledge different motivations: if your audience includes collectors, ensure your loot or achievement system is robust. If cooperation and recognition dominate, feature ways to display team accomplishments or highlight supportive players.

Anticipate Frustrations and “Anti-Needs”

PETGaMo also underscores the importance of understanding what drives players away. It’s not only about what they crave, but also what they absolutely want to avoid.

  • Map out potential pain points: if your title mixes high-pressure pvp with a cozy, story-rich setting, some players could find the game’s vibe inconsistent or stressful. Identify these hotspots and decide whether to refine or provide more alternatives.
  • Communicate “who this game isn’t for”: marketing can proactively clarify your game’s tone, difficulty, or pace. By defining the boundaries of your experience, you avoid mismatched expectations that lead to negative reviews.

Make Iteration Part of the Process

Finally, remember that player motivations evolve. Testing and gathering feedback at multiple stages—alpha, beta, post-launch—help you refine mechanics, pacing, and theme alignment.

  • Experiment with updates: introduce new content that caters to underrepresented drives or polishes systems aligned with your core audience.
  • Leverage analytics and community insights: use player data to see which features get the most engagement, then decide whether to expand, rework, or retire specific elements.

In short, PETGaMo isn’t just about labeling players; it’s about understanding the wide spectrum of motivations that exist in your audience. By integrating these insights into your design choices, you can design experiences that matter to players—and keep them returning for the equilibrium they seek..

Summary and Final Thoughts

From the very beginning, our central idea has been that players seek to feel good—emotionally balanced, mentally fulfilled, and free from unwanted stress. The Psychogenic Equilibrium Theory of Gamer Motivation (PETGaMo) provides a structured way to see how diverse needs—ranging from collecting items or mastering difficult challenges to forming social bonds or rebelling against rigid systems—ultimately serve that unifying goal of equilibrium.

By treating these needs as critical factors in game design and marketing, we shift our focus away from creating something for an “average player.” Instead, we tailor experiences to the motivational drives of distinct groups, choosing which elements (challenge, cooperation, immersion, etc.) to spotlight or downplay. That process helps developers:

  • Reduce player churn, by avoiding clashing elements that frustrate key audience segments.
  • Strengthen engagement, by offering clear, compelling pathways for players to satisfy their chosen drives.
  • Refine messaging, by connecting marketing and PR communications to what truly resonates with the player’s sense of satisfaction and well-being.

Ultimately, PETGaMo stands out as a practical framework—one that’s flexible enough to reflect evolving trends yet robust in pinpointing core motivators. Rather than treating gamer motivation as a simple checklist, it encourages a deeper look at players’ emotional landscapes. And in an industry where tastes, platforms, and game mechanics evolve rapidly, understanding that landscape can be the difference between a title that briefly piques interest and one that sustains a loyal, enthusiastic audience.

If you’re ready to align your next project with the motivations that truly matter to players, PETGaMo offers a map to guide you. By weaving the concept of Psychogenic Equilibrium into every phase—from design to final marketing—you can create experiences that do more than entertain—they resonate deeply and keep players coming back for more.

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If you wish to cite this article, please do so respectfully by using the following reference:

Debek, M. (2025). The Psychogenic Equilibrium Theory of Gamer Motivation: A Framework for Decoding What Players Really Want. Try Evidence. Retrieved from https://tryevidence.com/blog/gamer-motivation-theory/