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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