How self-determination theory explains individual motivation

Resources How self-determination theory explains individual motivation

What is self-determination theory?

Self-determination theory (SDT) was developed by Dr Edward L. Deci and Richard Ryan in 1985. It is concerned with the motivations behind human choices in the absence of external influences and distractions. Self-determination and the motivation of human behaviour are the main themes of self-determination theory.

According to this theory, human beings have three basic psychological needs:

When these needs are met, Deci and Ryan believe individuals experience positive feelings, and subsequently engage in behaviours that promote well-being.

So how do you motivate a person?

There are two types of motivation, extrinsic and intrinsic. Extrinsic motivation comes from external forces, while intrinsic motivation comes from internal forces. Examples of extrinsic motivators are money, fame, or social pressure. Intrinsic motivators are things like pleasure, pride, and curiosity, for example, a professional athlete might take pride in winning a race or a competition, while a recreational athlete is more likely to take pleasure in participating in their chosen sport.

Deci and Ryan’s self-determination theory emphasises the importance of supporting people’s intrinsic motivation. People who are intrinsically motivated are more likely to engage in difficult tasks and persist in the face of obstacles. The concept of self-determination in psychology is therefore strongly linked to intrinsic motivation, which comes from within, and which makes a person want to do something without being forced to do it, and to adopt certain behaviours in their everyday life.

Fundamentally, while self-determination theory acknowledges that the extrinsic motivations of others, such as coaches and mentors, can be helpful to a person in trying to achieve their goals, it is most important for individuals to find their own intrinsic motivation. They need to find their “why.”

Gamification, a powerful motivational tool

Motivation is defined as “the tendency to act or perform a behaviour,” so people who are motivated to do something are likely to do it even if they don’t feel like it.

Deci and Ryan suggest that we make choices based on our personal values and interests. We choose activities that we find meaningful and satisfying, and for which we are motivated. When we engage in activities that are meaningful and satisfying to us, we are more willing to take risks and try new experiences.

Gamification can be a powerful tool to keep us focused on a goal by providing immediate incentives to complete tasks in a playful environment. In the world of gaming and video games, unlockable goals and rewards help us focus on what we want and need to accomplish, with the added motivation of reaching the next level. Gamification is an incredibly effective tool when it comes to harnessing student motivation, whether that’s a student following an academic learning path, or one based around their career.

Use gamification to boost an individual’s motivation

Gamification offers the opportunity to develop an individual’s abilities and skills by giving them a choice of what to do and at what pace. A well-designed gamification programme regularly challenges the individuals involved to keep them motivated and satisfied, but offers small rewards for improved performance over time.

Self-determination theory also suggests that people should have the opportunity to express themselves and share their ideas. Gamification can facilitate this social aspect to unlock the motivation of an individual. The social and engaging nature of games allows people to connect with others who share the same interests, and explore the same world to form communities of players. This helps people connect with others and increases their sense of belonging while fulfilling their need for social interaction. People can then use these many sources of intrinsic and extrinsic motivation to achieve their goals, both in their personal and work lives, when utilising a suitable framework such as that of a gamified experience.

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