Motivations of Play in Online Games

نویسنده

  • Nick Yee
چکیده

An empirical model of player motivations in online games provides the foundation to understanding and assessing how players differ from one another and how motivations of play relate to age, gender, usage patterns and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into 3 overarching components (Achievement, Social, and Immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented. Introduction Every day, millions of people [1] interact with each other in online environments known as Massively-Multiplayer Online Role-Playing Games (MMORPGs). MMORPG players, who on average are 26 years old, typically spend 22 hours a week in these environments [2]. Asking MMORPG players why they play reveals a wide variation of motives: “Currently, I am trying to establish a working corporation within the economic boundaries of the virtual world. Primarily, to learn more about how real world social theories play out in a virtual economy.” [Male, 30] “The fact that I was able to immerse myself in the game and relate to other

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Motivations for Play in Online Games

An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that ...

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تاریخ انتشار 2006