https://dx.doi.org/10.24016/2026.v12.479
ORIGINAL ARTICLE
Self-determination theory
applied to Dark Souls: fostering motivation in video game communities
Fritz Fidel Váscones-Román 1,2,3,4, Diego Alonso Quiroz Marcelo 1,2,4,5,6*, Diana Karina Común-Gutierrez 1,2,3,4, Diego Fernando Sanchez
Torres 1, Franz Jair Vera-Arias 1
1 Facultad
de Medicina Alberto Hurtado, Universidad Peruana Cayetano Heredia. Lima, Peru.
2 Astrocyte, Neurosurgical
Research Group, Boston, Massachusetts, United States.
3 Instituto
Nacional de Ciencias Neurológicas, Lima, Peru.
4 Váscones’s
Lab, Lima, Peru.
5 Sociedad
Científica de Estudiantes de Medicina Cayetano Heredia, Lima, Peru.
6 Sociedad
Científica Médico Estudiantil Peruana, Lima, Peru.
* Correspondence: diego.quiroz@upch.pe
Received: August 28, 2025 | Revised:
December 28, 2025 | Accepted: January 09, 2026 | Published Online: January 14, 2026.
CITE IT AS:
Váscones-Román , F., Quiroz Marcelo, D., Común-Gutierrez, D., Sanchez Torres,
D., Vera-Arias, F. (2026). Self-determination
theory applied to Dark Souls: fostering motivation in video game communities. Interacciones, 12,
e479. https://doi.org/10.24016/2026.v12.479
ABSTRACT
Background: Video games have emerged as a significant field of study in psychology,
particularly in understanding human motivation. Self-Determination Theory (SDT)
posits that human motivation is driven by three basic psychological needs:
autonomy, competence, and relatedness.
Objective: To examine how the basic psychological needs outlined by
Self-Determination Theory—autonomy, competence, and relatedness—are fulfilled
through the design of Dark Souls and the interactions within its online
communities.
Method: This study employed an exploratory qualitative approach, utilizing
content analysis of comments from Dark Souls-related subreddits. A total of 82
comments were analyzed, focusing on themes related to autonomy, competence, and
relatedness. Ethical considerations were addressed by ensuring the anonymity of
users and focusing on publicly available data.
Result: The findings confirm and extend previous research on Self-Determination
Theory, showing that Dark Souls uniquely fulfills the psychological needs of
competence, autonomy, and relatedness. Its design, normalizing failure and
rewarding perseverance, promotes intrinsic motivation and resilience, while
online community interactions strengthen belonging and emotional support. These
results suggest that challenging games combining meaningful choices with social
engagement can foster both intrinsic motivation and emotional well-being,
offering valuable insights for academic research and game design.
Conclusion: This study reaffirms the relevance of Self-Determination Theory in
explaining how challenging games like Dark Souls satisfy players’ basic
psychological needs. Future research should examine how these dynamics operate
in other gaming genres and cultural contexts and explore their application in
educational and therapeutic settings.
Keywords: Video games, Motivation, Personal Autonomy, Cultural Competency, Social
Integration.
INTRODUCTION
Video games have established themselves as a relevant field of study in
psychology, particularly in the analysis of human motivation. Their intricate
design and interactive mechanics provide a unique environment for exploring
deep psychological concepts, such as intrinsic and extrinsic motivation (Ryan
et al., 2006). Unlike other media, video games require active user
participation, allowing researchers to observe how decisions, rewards, and
challenges influence player behavior and satisfaction. This ability to foster
immersion and user agency makes them an invaluable tool for understanding how
individuals persist in the face of adversity, seek rewards, and construct
meaning through interaction with complex systems (Przybylski et al., 2010).
However, video games can affect mental health in ambivalent ways. While
challenging dynamics can promote persistence, they can also elicit negative
emotional responses, such as frustration or avoidance. Recognizing this dual
potential would provide a more balanced basis for therapeutic or educational
implications. Self-Determination theory and videogames: The Self-Determination
Theory (SDT), developed by Deci and Ryan (Deci & Ryan, 1985), posits that
human motivation is based on three basic psychological needs: autonomy,
competence, and relatedness (Deci & Ryan, 1985). These needs are
fundamental to understanding why certain activities, such as video games, are
so rewarding and engaging. In the context of video games, SDT has been used to
analyze how game design can either satisfy or frustrate these needs,
influencing the player's experience and engagement with the game (Ryan et al.,
2006). For example, games that provide clear feedback, balanced challenges, and
opportunities for social interaction tend to foster greater intrinsic
motivation and player satisfaction (Rigby & Ryan, 2011).
Dark Souls as a representative case: The video game Dark Souls (DS)
(FromSoftware, 2011) stands out as a particularly interesting case for analysis
through the lens of Self-Determination Theory (SDT). Known for its extreme
difficulty, meticulous design, and fragmented narrative, Dark Souls demands a
high level of commitment from the player. Unlike many contemporary games, its
story is not presented explicitly but is instead uncovered through exploration
and interpretation, fulfilling the need for autonomy by allowing players to
construct their own understanding of the world (Johnson et al., 2016).
Additionally, social interaction within online communities, such as
Reddit, plays a crucial role in the game's experience. Players share
strategies, narrative theories, and emotional support, reinforcing the need for
relatedness and fostering a sense of community (Kowert
et al., 2014). These characteristics make Dark Souls an ideal example for
exploring how SDT manifests in a challenging and collaborative gaming
environment. Although SDT has been widely applied to video game studies,
including analyses of need satisfaction in online multiplayer communities,
there remains a gap when talk single-player games with high-difficulty and dark
narratives, such as Dark Souls, within community forums for sharing
experiences, such as Reddit. This study seeks to fill that gap by examining how
the basic psychological needs proposed by SDT are met not only within the game
but also through social interactions outside of it. Although the satisfaction
of these needs is often associated with resilience and emotional well-being,
this study does not measure this outcome with psychological or clinical
constructs. Instead, they are analyzed as narrative interpretations articulated
by players in virtual spaces for open discourse. As such, these emerging themes
reflect how players interpret concepts rather than infer psychological
processes. Furthermore, this analysis can provide valuable insights for both
academic research and game design by highlighting how challenging games can
foster intrinsic motivation and social connection in a digital context.
METHODS
Qualitative approach and research paradigm
This study employs an exploratory qualitative approach based on content
analysis through a case study, which is well-suited for investigating the
subjective experiences of Dark Souls players in relation to Self-Determination
Theory (SDT) using a constructivist/interpretivist paradigm. Given the
objective of identifying patterns of autonomy, competence, and relatedness in
the analyzed comments, this design enables a thorough interpretation of the meaning
players attribute to their gaming experience. The qualitative approach is
particularly appropriate for exploring complex and subjective phenomena, such
as intrinsic and extrinsic motivation, as it facilitates an in-depth
understanding of participants’ narratives and perceptions (Braun & Clarke,
2006). Moreover, by focusing on content analysis, this method captures the
richness of social interactions and individual experiences emerging from online
communities.
Researcher characteristics and reflexivity
The entire analysis team consisted of researchers with experience in
research methods. In addition, the authors are familiar with video games and
were motivated to conduct this study to contribute to the description of video
game experiences. There was no relationship between the authors and the study
subjects. One of the authors was specifically familiar with Dark Souls.
Context
Reddit is a space for sharing content and participating in forums about
different topics. For videogames users, this digital environment represents an
opportunity to share experiences, feedback and recommendations to enjoy and
share with others.
Sampling strategy, data collection methods and units of study
Data was collected from comments posted on the Reddit platform,
specifically in subreddits dedicated to Dark Souls, such as r/darksouls and r/darksouls3. Data collection was conducted
between early 2024 and December 2024. A total of 108 threads were obtained.
Posts describing personal experiences related to the game were selected using
predefined inclusion and exclusion criteria. Inclusion criteria were: (1)
comments describing personal experiences or reflections connected to gameplay
difficulty, learning through failure, exploration/autonomy, narrative
meaning-making, or social interaction; and (2) content interpretable in
relation to SDT needs. Exclusion criteria were: (1) comments unrelated to
player experience (e.g., purely technical, off-topic); (2) meme-only content
without interpretive value; and (3) comments requiring extensive missing
context to understand meaning. Spelling correction of comments was done only,
when necessary, without affecting the message of the comment. The primary unit
of analysis was the comment. Because conversational context can shape meaning
in digital mental health and social support research, comments were extracted
together with minimal context to preserve interpretability (i.e., the original
post title and/or the immediate parent post when necessary). Context was used
to interpret the function and tone of the comment (e.g., offering support vs.
seeking support), without shifting the unit of analysis away from the comment
text. A total of 82 comments were collected and analyzed, representing a
diverse sample of perceptions related to autonomy, competence, and social
interaction. Thematic saturation was not considered to understand all the
thematic patterns in our sample to meet the objectives proposed. Table 1
presents a representative sample of the analyzed comments, illustrating the
variety of identified themes.
Ethical topic
Ethical issues pertaining to human subjects Regarding ethical
considerations, the analyzed data were obtained from publicly accessible
platforms, meaning that the comments were available to any Reddit user. To
preserve user privacy, all identifiable information, such as usernames or
personal references, was removed. Additionally, the analysis focused on content
rather than individuals, ensuring compliance with ethical research standards in
digital environments (Markham & Buchanan, 2012). Nevertheless, the study
acknowledges the potential risk of participant re-identification through
verbatim quotations, even when data are publicly available. To mitigate this
risk, all direct identifiers were removed, and sensitive or potentially harmful
content was avoided.
Data processing
Thematic analysis followed the stages proposed by Braun and Clarke
(Braun & Clarke, 2006), which include familiarization with the data,
generating initial codes, identifying themes, reviewing themes, defining and
naming themes, and producing the final report. The coding process was conducted
independently by two authors (FFVR and DAQM), both trained in qualitative
analysis. Discrepancies were resolved through discussion and consensus.
Data analysis
First, an in-depth reading of the comments was conducted to become
familiar with the content. Then, initial codes were generated to capture key
concepts related to the core SDT pillars: autonomy, competence, and
relatedness. Finally, connections were established between the identified
themes and SDT constructs, allowing for a coherent interpretation of how
players experience and perceive these psychological needs within the context of
Dark Souls. Throughout the analytic process, reflexive notes were used to
document analytic decisions and minimize interpretative bias. When required for
interpretative clarity, comments were examined together with minimal contextual
information (e.g., the original post), although the primary analytic focus
remained on the narrative content of individual comments.
Techniques to enhance trustworthiness
To enhance trustworthiness and credibility of data analysis all comments
pass a member checking process in redaction and regarding their relationship
with psychological needs.
RESULTS
The thematic analysis of the comments collected on Reddit revealed three
main themes aligned with the core pillars of Self-Determination Theory (SDT):
competence, autonomy, and relatedness (see Table 1). The following section
presents the findings for each of these themes, illustrated with representative
quotes from Dark Souls players.
Competence
The competence pillar in Self-Determination Theory (SDT) is clearly
reflected in the experiences of Dark
Souls players. The game is renowned for its extreme difficulty, requiring
players to continuously improve their skills to overcome challenges. Many
comments highlight how the sense of achievement upon defeating a boss or
clearing a difficult area generates a deep feeling of competence. For example,
someone (ID 2) describes how, after hours of attempts, finally defeated Gwyn,
the final boss, which made him feel victorious not only in the game but also in
his personal life: "The first time I
beat Dark Souls was during a particularly bad point in my life. One weekend
when I couldn't bring myself to do anything; eat, sleep, bathe, you name it. I
sat there and just played, and played, and played. [...] Soon enough I faced
down Gwyn and emerged victorious. After that, I got up for the first time in
over 48 hours. Made some coffee and cereal and actually took
time to make sure I was clean and clothed and taken care of" This
comment illustrates how in-game competence translates into real-life
perseverance and resilience.
Another key aspect of competence is learning through failure.
Another player (ID 8) points out that Dark
Souls normalizes failure and makes it an essential part of the improvement
process: "Dark Souls is one of the
few games that tells you: No, you didn't do it right, but that's okay. Try as
many times as you want, but you need to do it right" This emphasis on
continuous learning and personal growth is a clear example of how the game
fulfills the need for competence. Additionally, another one (ID 16) shares how
overcoming the game's challenges helped him apply the same mindset to his
personal life, improving both his physical and mental health: "That lesson… and Dark Souls in
general, was what changed my life for the better." These examples
demonstrate how the game fosters a sense of competence that extends beyond the
virtual realm.
Autonomy
Autonomy in Dark Souls is
reflected in the freedom players must make meaningful decisions, such as
choosing routes, customizing their characters, and developing combat
strategies. This sense of control and agency is fundamental to intrinsic
motivation. A player (ID 64) describes how the game features allow players to
discover how to progress on their own, satisfying their need for autonomy: "Failure is just a learning process. It
does not mean that you are a failure, just that you need to keep trying until you
find a way to move forward." This nonlinear approach encourages
discovery and decision-making, making each gameplay experience unique.
Additionally, players highlight how the game allows them to choose their own
playstyle, whether through heavy weapons, magic, or agile combat strategies.
For example, an user (ID 6) mentions how the game
provides tools to overcome challenges but leaves it up to the player to decide
how to use them: " Yet, you're slowly given the tools you need. One after the
other, through trial and error, you find yourself winning fight after fight,
and the game emphasizes impossible odds." This freedom to experiment
and adapt reinforces the player's sense of autonomy.
Finally, another one (ID 47) emphasizes how the game’s design, inspired
by director Hidetaka Miyazaki’s personal experiences, fosters autonomy by
allowing players to find their own path: "If
you read about Miyazaki's life you will see how much of it is told through the
gameplay of dark souls and how much the ideas about 'striving to achieve' and
'never giving up' are entwined with the game and Miyazaki's own desire to reach
out to others through the gaming medium". These examples illustrate
how Dark Souls fulfills the need for
autonomy by empowering players to make meaningful decisions.
Relatedness
The relatedness pillar manifests in social interactions within the Dark Souls community, both in-game and
on platforms like Reddit. Players find emotional support, share strategies, and
build a mutual aid network. A player (ID 14) describes how the game's
characters, such as Andre of Astora and Solaire,
became figures of emotional support: "…
Andre of Astora was probably more of a father to me
than my actual father [...] Solaire reminded me so much of my older brother
…" These emotional connections with in-game characters reflect how the
game's narrative design fosters relatedness.
In online communities, players find a space to share their experiences
and receive support. For example, a player (ID 1) recounts how the game and its
community helped him get through a difficult breakup: "When I discovered Dark Souls, I was going through an awful
break-up. It's almost like the frustration this game gave me while starting out
distracted me from being upset with real-life problems." Additionally,
iconic phrases from the game, such as "Don’t
give up, skeleton" and "Praise
the Sun", have become symbols of encouragement and motivation within
the community. Another one (ID 48) highlights the kindness and mutual support
among players: "I'm constantly
reminded how overall nice the dark soul’s community is. Just a bunch of
pleasant folks getting destroyed, then getting cheered up by each other"
Finally, in-game social interactions, such as the cooperative system and
messages left by other players, also foster relatedness. As a player (ID 34)
describes how the game helped him reconnect with friends and overcome a
creative block: "This game helped me
reconnect to two of my best friends and also helped me through a really rough
patch in which I felt unable to compose or write music of any value."
These examples illustrate how Dark
Souls fulfills the need for relatedness by creating a sense of community
and mutual support among players.
Table 1. Main
characteristics.
|
ID |
Comment
(summary) |
Relationship
with SDT |
|
1 |
Dark souls
as a distraction from personal issues |
Relatedness
(focusing on the game to overcome external challenges) |
|
2 |
Playing dark souls
during a difficult time helped restore daily routine |
Competence (overcoming
challenges in the game reflects the ability to overcome obstacles) |
|
3 |
Dark souls
teaches that anything can be overcome with perseverance |
Competence
(The game encourages continuous improvement). |
|
4 |
The undead
curse as a metaphor for depression |
Autonomy
(personal interpretation of the game) |
|
5 |
Dark souls
help to find Inner strength. |
Competence
(the game as a tool to discover one's abilities) |
|
6 |
The game
encourages perseverance despite initial frustration |
Competence
(learning from mistakes and improving) |
|
7 |
Dark souls reflects depression and teaches
how to face problems |
Competence
(the game as a metaphor for life) |
|
8 |
The game
normalizes failure and encourages continuous improvement |
Competence (accepting
failure as part of the process) |
|
9 |
Dark souls
as a tool for overcoming addictions |
Autonomy
(using the game as therapy) |
|
10 |
Video games
as a refuge during difficult times |
Autonomy
(using the game as an escape) |
|
11 |
Dark souls
as mental exercise for real-life problems |
Competence
(the game as mental training) |
|
12 |
Dark Souls
as a Game That Touches the Souls of Players |
Autonomy
(Emotional Impact of the Game) |
|
13 |
Beating
Gwyn as a Metaphor for Overcoming Depression |
Competence
(The Game as a Reflection of Life) |
|
14 |
Characters
in the Game as Emotional Support Figures |
Relatedness
(Identification with Characters) |
|
15 |
Dark Souls
as a Distraction and a Lesson in Perseverance |
Competence
(The Game as a Tool for Self-Improvement) |
|
16 |
Learning
from Mistakes in the Game Applied to Real Life |
Competence
(Transfer of Skills) |
|
17 |
Warning
About the Importance of Seeking Professional Help |
Relatedness
(Community Awareness) |
|
18 |
Dark Souls
as an Existential Game That Connects With Its
Audience |
Autonomy
(Identification With the Game) |
|
19 |
The Game as
a Metaphor for Job Hunting and Personal Growth |
Competence
(Skill Transfer) |
|
20 |
The
Positive Message of the Game: "Don’t Give Up." |
Relatedness
(Community Support) |
|
21 |
Overcoming
Dark Souls as a Reflection of Passing Difficult Exams |
Competence
(The Game as a Mirror of Real-Life Challenges) |
|
22 |
The Curse
of the Undead as a Metaphor for Depression |
Autonomy (Personal
Interpretation of the Game) |
|
23 |
Dark Souls
as Therapy and a Source of Hope |
Autonomy
(The Game as an Emotional Tool) |
|
24 |
The Game’s
Message: "If You Fall 7 Times, Get Up 8." |
Relatedness
(Community Support) |
|
25 |
Overcoming Challenges
in the Game as a Reflection of Overcoming Obstacles in Life |
Competence
(The game as a metaphor for life) |
|
26 |
The game as
a reflection of depression, but also as a tool for overcoming it. |
Autonomy
(emotional impact of the game). |
|
27 |
The game as a source of personal learning. |
Competence
(the game as a tool for self-discovery). |
|
28 |
The game as
a reminder not to give up. |
Relatedness
(community support). |
|
29 |
Dark Souls
as a distraction during difficult times. |
Autonomy
(using the game as an escape). |
|
30 |
Combining
gaming with physical exercise to improve mental health. |
Competence
(skill transfer). |
|
31 |
The game as a tool to overcome difficult moments. |
Autonomy
(using the game as therapy). |
|
32 |
Dark Souls
as support for people with mental disorders. |
Relatedness
(identification with other players). |
|
33 |
The game as a source of joy and connection with others. |
Relatedness
(social interaction). |
|
34 |
The game as a tool to reconnect with friends and overcome creative
blocks. |
Relatedness
(social interaction). |
|
35 |
The game as a tool to understand others' depression. |
Autonomy
(personal interpretation of the game). |
|
36 |
The game as a source of hope in dark times. |
Autonomy
(emotional impact of the game). |
|
37 |
Recommendation
of content related to mental health and video games. |
Relatedness
(community awareness). |
|
38 |
Gratitude
for the community's support. |
Relatedness
(mutual support). |
|
39 |
Iconic game
quote: "You have a heart of gold." |
Relatedness
(community support). |
|
40 |
The game as support during an illness. |
Autonomy
(using the game as therapy). |
|
41 |
The game as a source of joy and connection with characters. |
Relatedness
(identification with characters). |
|
42 |
The game as stress relief. |
Autonomy
(using the game as an escape). |
|
43 |
The game as a restorer of faith in video games. |
Autonomy
(emotional impact of the game). |
|
44 |
The game as support in times of depression. |
Autonomy
(using the game as therapy). |
|
45 |
The game as a source of motivation through frustration. |
Competence
(the game as a tool for overcoming challenges). |
|
46 |
The game as a source of adventure and wonder. |
Autonomy
(emotional impact of the game). |
|
47 |
The game as a metaphor for the struggle against depression. |
Autonomy (personal
interpretation of the game). |
|
48 |
The Dark
Souls community as a source of support. |
Relatedness
(mutual support). |
|
49 |
The game as a tool to overcome depression. |
Autonomy
(using the game as therapy). |
|
50 |
The game as a profound and emotional experience. |
Autonomy
(emotional impact of the game). |
|
51 |
Autonomy
(emotional impact of the game). |
Autonomy
(personal interpretation of the game). |
|
52 |
Recommendation
of a podcast about Dark Souls and depression. |
Relatedness
(community awareness). |
|
53 |
The game as support in times of depression. |
Autonomy
(using the game as therapy). |
|
54 |
The game as a tool for maintaining emotional balance. |
Autonomy
(using the game as therapy). |
|
55 |
The game as
a challenge that fosters continuous improvement. |
Competence
(the game as a tool for overcoming challenges). |
|
56 |
The game as a distraction in difficult times. |
Autonomy
(using the game as an escape). |
|
57 |
The game as a tool to make hard days more bearable. |
Autonomy
(using the game as therapy). |
|
58 |
Reflection
on the player’s persistence against enemies. |
Competence
(the game as a metaphor for life). |
|
59 |
The game as a refuge in difficult times. |
Autonomy
(using the game as therapy). |
|
60 |
The game as an example of perseverance through failure. |
Competence
(the game as a tool for overcoming challenges). |
|
61 |
The game as
a source of satisfaction and motivation |
Competence
(the game as a tool for overcoming challenges) |
|
62 |
The game as
a reflection of depression and a source of hope |
Autonomy
(personal interpretation of the game) |
|
63 |
The game as
a tool to overcome grief |
Autonomy
(using the game as therapy). |
|
64 |
The game as
a metaphor for the struggle against depression |
Autonomy
(personal interpretation of the game). |
|
65 |
The game as a tool for feeling productive. |
Autonomy
(using the game as therapy). |
|
66 |
The game as a source of joy and connection with others. |
Relatedness
(social interaction). |
|
67 |
The game as a meeting point for people with depression. |
Relatedness
(identification with other players). |
|
68 |
The game as
a reflection of the fight against depression and the importance of not giving
up. |
Autonomy
(personal interpretation of the game). |
|
69 |
The game as
a lesson that the will to continue is what truly matters. |
Relatedness
(community support). |
|
70 |
The game as a tool to forget problems and feel better. |
Autonomy
(using the game as therapy). |
|
71 |
The game as a source of emotional healing. |
Autonomy
(using the game as therapy). |
|
72 |
The game as a form of escapism in difficult moments. |
Autonomy
(using the game as an escape). |
|
73 |
The game as a tool to face challenges and overcome fears. |
Competence
(the game as mental training). |
|
74 |
The game as a refuge for people with depression. |
Relatedness
(identification with other players). |
|
75 |
The game as a tool to overcome depression and find motivation. |
Autonomy
(using the game as therapy). |
|
76 |
The game as a source of reconnection with art and storytelling. |
Autonomy
(emotional impact of the game). |
|
77 |
The game as a tool to combat learned helplessness. |
Competence
(the game as mental training). |
|
78 |
The game as a tool to develop patience and self-control. |
Competence
(the game as mental training). |
|
79 |
The game as a metaphor for a difficult but rewarding relationship. |
Autonomy
(personal interpretation of the game). |
|
80 |
The game as a tool to break negative cycles. |
Autonomy
(using the game as therapy). |
|
81 |
The game as
a reflection of the temporary nature of problems. |
Autonomy
(personal interpretation of the game). |
|
82 |
The game as a metaphor for the struggle against depression and the
importance of relationships. |
Relatedness
(social interaction). |
Note: Table 1
analyzed based on supplementary material 2.
During coding, attention was also paid to potential
negative experiences, such as frustration, social toxicity or feelings of
hopelessness. However, no sustained negative cases that contradicted the SDT
framework emerged in the analysis, reflecting inclusion criteria that focused
on motivational experiences.
Regarding the
categorization in Table 1, the summary of the comments was assigned to SDT
components based on their dominant thematic emphasis identified by consensus.
Full comments could be analyses in more than one SDT pillar according to the
complexity of the experience described by players.
DISCUSSION
This study has explored how DS players experience autonomy, competence,
and relatedness in the context of the video game, based on the analysis of
comments posted on the Reddit platform. The results reveal that the game's
design and community dynamics meet the basic psychological needs proposed by
SDT, contributing to a deeply motivating and meaningful gaming experience.
These findings are then discussed in relation to previous studies, and their
theoretical and practical implications are highlighted.
Competence
The findings on competence in Dark Souls align with previous studies
highlighting how challenging video games foster intrinsic motivation by
providing clear goals and immediate feedback (Ryan et al., 2006). In this
study, players described how overcoming difficult obstacles, such as bosses or
complex areas, generated a sense of achievement and personal growth. For
example, someone (ID 2) mentioned that defeating Gwyn made him feel victorious
both in the game and in his personal life. This finding aligns with research
suggesting that games balancing challenge and skill promote competence and
self-efficacy (Przybylski et al., 2010). However, Dark Souls takes it a step
further by normalizing failure as part of the learning process, reinforcing
resilience and perseverance—elements less explored in previous studies.
Additionally, competence in Dark Souls is not only based on overcoming
individual challenges but also on the normalization of failure as part of the
learning process. For example, another player (ID 8) mentions that the game
does not impose a definitive penalty for mistakes but rather encourages players
to try again until they improve. This approach aligns with the idea that video
games can foster psychological resilience by teaching players to manage
frustration and prolonged effort (Juul, 2013). Likewise, another player (ID 16)
recounts how the lessons of perseverance in the game have had a positive impact
on their personal lives, improving their physical and mental well-being. This
reinforces the concept that video games can act as tools for the development of
emotional and cognitive skills beyond the gaming environment, thus being
categorized as serious games and used as educational and behavioral change
technology (Lima & Otero, 2024).
Autonomy
Autonomy in Dark Souls is evident in freedom players must make
meaningful decisions, such as choosing routes, customizing their character, and
developing combat strategies. This finding complements previous studies
highlighting the importance of autonomy in intrinsic motivation (Deci &
Ryan, 1985). For example, a player (ID 64) described how the game features
allow players to make progress on their own, fostering a sense of agency. This
non-linear approach broadens the understanding of how video games can fulfill
the need for autonomy by offering multiple paths and solutions instead of
guiding the player linearly. Additionally, the ability to personalize one’s
playstyle, as mentioned by a user (ID 6), reinforces the idea that games
allowing meaningful choices are more likely to sustain players’ interest and
engagement.
It is also important to highlight that autonomy in Dark Souls extends
beyond the game’s mechanics, influencing the player’s perception of
decision-making in real life. For example, a player (ID 6) emphasizes how the
game provides progressive tools but leaves the responsibility to the player to
find the best way to use them, reflecting self-directed learning in real-world
environments. Another one (ID 47) mentions that the game taught them that there
is no single correct path, but rather that each person must find their own way
to overcome challenges— a principle that can be extrapolated to decision-making
in daily life. This design, which allows players to explore without strict
guidance, reinforces the idea that video games can foster autonomy in problem-solving
and the construction of personal identity (Nardi, 2010).
Relation
Social interaction in online communities, such as Reddit, plays a
crucial role in fulfilling the need for relatedness. Players find emotional
support, share strategies, and build a mutual aid community, aligning with
studies that highlight the role of virtual communities in emotional well-being
(Kowert et al., 2014). For instance, a game player
(ID 14) described how in-game characters like Andre of Astora
and Solaire became sources of emotional support. This finding is novel as it
not only focuses on interactions between players but also on how game
characters can foster a sense of connection. Additionally, iconic phrases like
"Don't give up, skeleton" and "Praise the Sun" have become
symbols of support within the community, emphasizing the importance of shared
language in building group identity.
It is evident that the Dark Souls community plays a key role in players'
sense of belonging. Comments (ID 1) describe how both the community and the
game itself helped players overcome difficult moments in their personal lives,
functioning as a space for emotional support. This phenomenon reinforces the
idea that video games can serve as catalysts for the creation of collective
identities and social support, as well as potentially advantageous tools in the
social domain, especially for players who do not easily express their emotions
and feel socially inhibited (Kowert et al., 2014). On
the other hand, interactions such as help messages and the cooperative system
also strengthen player relationships, providing opportunities for collaboration
and empathy (Isbister, 2016). In fact, video games can be a powerful medium for
forming communities and social support networks, as they enhance social
interaction within digital environments by facilitating the reduction of
physical distance and geographical barriers between gaming companions (Kort et
al., 2007).
Comparison
with Previous Studies
The results of this study expand the understanding of how video games
can satisfy basic psychological needs. While previous studies have focused on
more accessible or casual games (Rigby & Ryan, 2011), this work highlights
how a challenging game like Dark Souls uniquely fosters competence, autonomy,
and relatedness. Furthermore, the analysis of online communities offers a novel
perspective by exploring how social interactions outside the game contribute to
the overall experience. These findings have implications for both academic
research and game design, suggesting that games integrating meaningful
challenges, autonomous choices, and opportunities for social interaction can be
particularly effective in promoting emotional well-being and intrinsic motivation.
From an applied perspective, the findings of this study can contribute
to the design of new video games that integrate more challenging mechanics and
embedded social interaction systems that promote motivation and emotional
well-being. Studies have suggested that video games not only influence players'
emotional states but can also enhance resilience and the ability to cope with
frustration in other areas of life (Granic et al.,
2014). Future research could explore how Dark Souls principles can be applied to
gamification in educational or therapeutic contexts, offering new opportunities
for the application of SDT in video games. However, challenging video games
could not be beneficial for any population. Specific context that control
patients with depression or anxiety at risk of frustration, avoidance or
displacement that affect functionality is important to enhance potential
applications in daily routines.
Limitations
Certain methodological limitations were identified, such as the
representativeness of the comments obtained from Reddit and the inherent
subjectivity in interpreting them. Since the data comes from a specific
platform, the sample may not capture the full diversity of players'
experiences, particularly those who don’t participate in online forums or who
disengage from community discussion. Furthermore, qualitative analysis is
subject to the researcher’s interpretation, which can introduce biases despite efforts
to ensure systematic coding. First, self-selection bias, as the dataset
reflects the perspectives of users who may be overrepresented compared to other
engaged or motivated players. Second, desirability bias may be present in
inspirational terms that align with the community narrative. Finally, cultural
and linguistic bias may be present, as the subreddits analyzed were
predominantly English-speaking and may reflect different interpretations of
challenges, achievements, and motivation.
Future studies could complement this analysis with mixed methodologies,
incorporating structured surveys or in-depth interviews, such as focus groups,
to broaden and contrast the understanding of the player experience. It would
also be useful to explore how these dynamics manifest in other challenging
games or different cultural contexts.
Conclusions
In conclusion, this study reaffirms the relevance of Self-Determination
Theory in understanding players' experiences in video games like Dark Souls.
The findings demonstrate that the game's design and social interactions within
online communities fulfill the basic psychological needs of competence,
autonomy, and relatedness, contributing to a deeply motivating and meaningful
gaming experience. Moreover, this work provides valuable insights for game
designers, suggesting that games integrating meaningful challenges, autonomous
choices, and opportunities for social interaction can be particularly effective
in promoting emotional well-being and intrinsic motivation. Finally, it
underscores the importance of continuing to investigate how these dynamics
manifest in other contexts and games to expand our understanding of the
psychological impact of video games.
ORCID
Fritz Fidel Váscones-Román: https://orcid.org/0000-0001-9564-0710
Diego Alonso Quiroz Marcelo: https://orcid.org/0000-0001-7001-5791
Diana Karina Común-Gutierrez:
https://orcid.org/0000-0001-8088-9708
Diego Fernando Sanchez
Torres: https://orcid.org/0009-0005-3735-6769
Franz Jair Vera-Arias: https://orcid.org/0000-0003-4700-0721
AUTHORS’
CONTRIBUTION
Fritz Fidel Váscones-Román: Conceptualization,
Methodology, Validation, Data Curation, Writing – Original Draft and
Supervision.
Diego Alonso Quiroz Marcelo: Methodology, Validation,
Data Curation, Writing – Original Draft, Writing – Review & Editing,
Visualization, Supervision and Project administration.
Diana Karina Común-Gutierrez: Validation,
Writing – Original Draft, Writing – Review & Editing and Visualization.
Diego Fernando Sanchez Torres: Conceptualization,
Investigation, Writing - Original Draft and Supervision
Franz Jair Vera-Arias: Conceptualization,
Investigation, Writing - Original Draft and Supervision
FUNDING SOURCE
This research did not
receive external funding.
CONFLICT OF INTEREST
The authors declare that there were no conflicts of
interest.
ACKNOWLEDGMENTS
Not applicable.
REVIEW PROCESS
This study has been reviewed by Ofir Shai and another external reviewer
in double-blind mode. The editor in charge was David Villarreal-Zegarra. The review
process is included as supplementary material 1.
DATA AVAILABILITY STATEMENT
The research data is
available in the supplementary material 2 of selected comments posted on the
Reddit platform.
DECLARATION OF THE USE OF GENERATIVE ARTIFICIAL INTELLIGENCE
The authors declare that they have not made use of artificial
intelligence-generated tools for the creation of the manuscript. Technological
assistants for spelling and translation correction in limited sections when was needed. All outputs were checked for accuracy, review by authors, and approved in the final version. The
authors take full responsibility for the content.
DISCLAIMER
The authors are responsible for all statements made in this article.
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