The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments

The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
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DOI:
10.1162/pres.15.3.309
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发表时间:
2006-06
期刊:
PRESENCE: Teleoperators and Virtual Environments
影响因子:
--
通讯作者:
N. Yee
N. Yee
中科院分区:
其他
文献类型:
--
作者:
N. Yee

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在线调查数据收集自3万名大型多用户在线角色扮演游戏(MMORPG)用户,为期三年,以探索用户的人口统计数据,动机和衍生体验。MMORPG不仅吸引了广泛的年龄范围(法师= 26.57,范围= 11-68),而且吸引力很强(平均每周使用22小时)所有年龄段的用户(r =-0.04)。探索性因素分析揭示了五个因素模型的用户动机的成就,关系,沉浸,逃避,操纵,说明这些在线环境的多方面的吸引力。男性玩家更容易受到成就和操纵因素的驱动,而女性玩家更容易受到关系因素的驱动。此外,数据表明,用户从这些虚拟环境中获得了有意义的关系和显著的情感体验,以及现实生活中的领导技能。MMORPG不仅仅是青少年的消遣,而是一个有价值的研究场所和平台,数百万用户每天使用实时3D化身进行交互和协作。
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users' demographics, motivations, and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage = 26.57, range = 11–68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = −.04). An exploratory factor analysis revealed a five factor model of user motivations—Achievement, Relationship, Immersion, Escapism, and Manipulation—illustrating the multifaceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.