
pmid: 17201605
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.
Adult, Male, Internet, Motivation, Attitude to Computers, Age Factors, Achievement, Social Environment, User-Computer Interface, Sex Factors, Video Games, Humans, Attention, Female, Social Behavior
Adult, Male, Internet, Motivation, Attitude to Computers, Age Factors, Achievement, Social Environment, User-Computer Interface, Sex Factors, Video Games, Humans, Attention, Female, Social Behavior
| 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). | 2K | |
| 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. | Top 0.01% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 0.01% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 1% |
