Motivations for play in online games

Motivations for play in online games
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DOI:
10.1089/cpb.2006.9.772
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发表时间:
2006-12-01
期刊:
CYBERPSYCHOLOGY & BEHAVIOR
影响因子:
--
通讯作者:
Yee, Nick
Yee, Nick
中科院分区:
其他
文献类型:
--
作者:
Yee, Nick

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在线游戏中玩家动机的经验模型为理解和评估玩家之间的差异以及游戏动机与年龄、性别、使用模式和游戏行为之间的关系提供了基础。在当前的研究中,我们使用因素分析方法来创建玩家动机的经验模型。分析揭示了10个动机子组件,分为三个主要组件(成就、社交和沉浸)。动机和人口变量(年龄、性别和使用模式)之间的关系也被提出。
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.