Motivation Of Playing Video Games
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Motivations for Play in Online Games
NICK YEE
ABSTRACT
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 grouped into three overarching components (achievement,
social, and immersion). Relationships between motivations and demographic variables (age,
gender, and usage patterns) are also presented.
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CYBERPSYCHOLOGY & BEHAVIOR
Volume 9, Number 6, 2006
© Mary Ann Liebert, Inc.
INTRODUCTION
EVERY DAY, millions of people1 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 h per 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, age 30].
The fact that I was able to immerse myself in the
game and relate to other people or just listen in to
the “chatter” was appealing [female, age 34].
Indeed, the variation suggests that MMORPGs
may appeal to many players because they are able to
cater to many different kinds of play styles. Being able
to articulate and quantify these motivations provides
the foundation to explore whether different sections
of the player demographic are motivated differently,
and whether certain motivations are more highly correlated
with usage patterns or other in-game behaviors.
Such a model has value for both researchers and
game designers. For researchers, findings may clarify
whether certain kinds of players are more susceptible
to problematic usage, for example. For game developers,
findings may clarify how certain game mechanics
may attract or alienate certain kinds of players.
While Bartle’s Player Types3 is a well-known
player taxonomy of Multi-User Dungeon (MUD)
users, the underlying assumptions of the model
have never been empirically tested. For example,
Bartle assumed that preference for one type of play
(e.g., achievement) suppressed other types of play
(e.g., socializing or exploring). Also, it has never
been empirically shown that the four player types
are indeed independent types. In other words, several
of the types may correlate to a high degree. In
essence, it would be hard to use Bartle’s model on a
practical basis unless it was validated with and
grounded in empirical data. In the following work,
I describe a factor analytic approach to creating an
empirically grounded player motivation model.
Department of Communication, Stanford University, Palo Alto, California.
Rapid Communication
METHODS
A list of 40 questions that related to player motivations
was generated based on Bartle’s Player
Types3 and qualitative information from earlier
surveys of MMORPG players. Players used a fivepoint
fully labeled construct-specific scale to respond.
For example, respondents were asked,
“How important is it you to level up as fast as possible?.”
After the inventory of items was prepared,
data was then collected from 3,000 MMORPG players
through online surveys publicized at online
portals that catered to MMORPG players from several
popular MMORPGs—EverQuest, Dark Age of
Camelot, Ultima Online, and Star Wars Galaxies. A
factor analysis was then performed on this data to
detect the relationships among the inventory items
in order to reveal its underlying structure.
RESULTS
A principle components analysis was used to arrive
at a more parsimonious representation of the
40-item inventory set. Ten components emerged
with eigenvalues greater than 1. Together, these 10
components accounted for 60% of the overall variance.
An oblique rotation (Promax, kappa = 4) was
used to reflect the inherent correlations between
the components. Most loadings were in excess of
0.55, and no secondary loadings exceeded 30% of
the primary loadings. Almost all components had a
Cronbach’s alpha of over 0.70. Due to the high
number of components, an additional PCA was performed
on the 10 components in order to explore
whether certain components should be grouped together.
Three main components emerged with
eigenvalues greater than 1. Together, these three
main components accounted for 55% of the overall
variance. Again, an oblique rotation was used. The
10 components are shown here grouped according
to the second PCA (Table 1). The components will
now be described briefly:
Achievement component
Advancement—The desire to gain power, progress
rapidly, and accumulate in-game symbols
of wealth or status
Mechanics—Having an interest in analyzing
the underlying rules and system in order to
optimize character performance
Competition—The desire to challenge and
compete with others
Social component
Socializing—Having an interest in helping and
chatting with other players
Relationship—The desire to form long-term
meaningful relationships with others
Teamwork—Deriving satisfaction from being
part of a group effort.
Immersion component
Discovery—Finding and knowing things that
most other players don’t know about
Role-Playing—Creating a persona with a background
story and interacting with other
players to create an improvised story
Customization—Having an interest in customizing
the appearance of their character
MOTIVATIONS FOR PLAY IN ONLINE GAMES 773
TABLE 1. SUBCOMPONENTS REVEALED BY THE FACTOR ANALYSIS GROUPED BY THE
MAIN COMPONENT THEY FALL UNDER
...