Motivations for Play in Online Games
NICK YEE
ABSTRACT
An empirical model of player motivations in online games provides the foundation to under-
stand 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 ap-
proach 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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CYBERPSYCHOLOGY & BEHAVIOR
Volume 9, Number 6, 2006
© Mary Ann Liebert, Inc.
INTRODUCTION
E
VERY DAY , millions of people
1
interact with each
other in online environments known as Mas-
sively-Multiplayer Online Role-Playing Games
(MMORPGs). MMORPG players, who on average
are 26 years old, typically spend 22 h per week in
these environments.
2
Asking MMORPG players
why they play reveals a wide variation of motives:
Currently, I am trying to establish a working corpo-
ration within the economic boundaries of the vir-
tual world—primarily, to learn more about how
real world social theories play out in a virtual econ-
omy [male, age 30].
The fact that I was able to immerse myself in the
game and relate to other people or just listen in to
the “chatter” was appealing [female, age 34].
Indeed, the variation suggests that MMORPGs
may appeal to many players because they are able to
cater to many different kinds of play styles. Being able
to articulate and quantify these motivations provides
the foundation to explore whether different sections
of the player demographic are motivated differently,
and whether certain motivations are more highly cor-
related with usage patterns or other in-game behav-
iors. Such a model has value for both researchers and
game designers. For researchers, findings may clarify
whether certain kinds of players are more susceptible
to problematic usage, for example. For game develop-
ers, findings may clarify how certain game mechanics
may attract or alienate certain kinds of players.
While Bartle’s Player Types
3
is a well-known
player taxonomy of Multi-User Dungeon (MUD)
users, the underlying assumptions of the model
have never been empirically tested. For example,
Bartle assumed that preference for one type of play
(e.g., achievement) suppressed other types of play
(e.g., socializing or exploring). Also, it has never
been empirically shown that the four player types
are indeed independent types. In other words, sev-
eral of the types may correlate to a high degree. In
essence, it would be hard to use Bartle’s model on a
practical basis unless it was validated with and
grounded in empirical data. In the following work,
I describe a factor analytic approach to creating an
empirically grounded player motivation model.
Department of Communication, Stanford University, Palo Alto, California.
Rapid Communication