ABSTRACT

Past research on behavioral demands of video games has defined these demands as requirements the game makes on us physically, via input devices, or motivationally via goal structure or plot. However, we can more broadly define behavioral demand by taking into consideration the notion of affordances, that is, in terms of what the game affords players in terms of their behavior or choices. In this chapter, we review past notions of behavioral demands based on input devices and motivational constraints and move beyond this to consider behavioral demand as a function of perceiving and exploiting game-based affordances. We close considering the case of social affordances in games as an example of the ways construing behavior as action affordance allows us to generalize and better predict human behaviors in and with games.