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.

Keywords

Annotation

Used a principle component analysis. Components include: achievement, immersion and social components.
Male players scored significantly higher on all the achievement components than female players.

APA Citation

Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.

About the Study

Links to Article https://scholar.google.com/scholar?hl=en&as_sdt=0%2C50&q=motivations+for+play+in+games&btnG=
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.465.7378&rep=rep1&type=pdf
Mode Online
Publication Type Journal Article
In Publication CyberPsychology & Behavior
Type of Research Quantitative
Research Design Survey research (qualitative or quantitative)
Intervention/Areas of Study
Level of Analysis Other
Specific Populations Examined
Peer-Reviewed Yes
Specific Institutional Characteristics of Interest
Specific Course or Program Characteristics
Outcome Variables of Interest
Student Sample Size 500 +
Citing Articles https://scholar.google.com/scholar?cites=10475568054670697600&as_sdt=5,50&sciodt=0,50&hl=en


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