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CyberPsychology & Behavior
Article . 2006 . Peer-reviewed
License: Mary Ann Liebert TDM
Data sources: Crossref
DBLP
Article . 2006
Data sources: DBLP
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Motivations for Play in Online Games

Authors: Nick Yee;

Motivations for Play in Online Games

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.

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Keywords

Adult, Male, Internet, Motivation, Attitude to Computers, Age Factors, Achievement, Social Environment, User-Computer Interface, Sex Factors, Video Games, Humans, Attention, Female, Social Behavior

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
2K
Top 0.01%
Top 0.01%
Top 1%
bronze