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.
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.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.
|Links to Article||https://scholar.google.com/scholar?hl=en&as_sdt=0%2C50&q=motivations+for+play+in+games&btnG=
|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|
|Specific Institutional Characteristics of Interest|
|Specific Course or Program Characteristics|
|Outcome Variables of Interest|
|Student Sample Size||500 +|