Preview

Online Game Addiction

Powerful Essays
Open Document
Open Document
1732 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Online Game Addiction
CYBERPSYCHOLOGY & BEHAVIOR Volume 9, Number 6, 2006 © Mary Ann Liebert, Inc.

Rapid Communication Motivations for Play in Online Games
NICK YEE

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. INTRODUCTION of the player demographic are motivated differently, and whether certain motivations are more highly correlated with usage patterns or other in-game behaviors. 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 developers, findings may clarify how certain game mechanics may attract or alienate certain kinds of players. While Bartle’s Player Types3 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, several 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.

E

VERY DAY,



References: 1. Woodcock, B.S. (2005). MMOG Chart. Available at: www.mmogchart.com/. Accessed September 13, 2006. 2. Yee, N. The demographics, motivations, and derived experiences of users of massively-multiuser online graphical environments. Presence: Teleoperators and Virtual Environments 15:309–329. 3. Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of Virtual Environments. Available at: www.brandeis.edu/pubs/jove/ HTML/v1/bartle.html. Accessed September 13, 2006. MOTIVATIONS FOR PLAY IN ONLINE GAMES 4. Young, K. (1998). Internet addiction: the emergence of a new clinical disorder. CyberPsychology & Behavior 1:237–244. 5. Bean, A. (2006). The internet’s dangerous power. Washington Square News. Retrieved April 11th, 2006 6. Kershaw, S. (2005). Hooked on the web: Help is on the way. The New York Times. Retrieved December 1st, 2005 Address reprint requests to: Nick Yee Department of Communication Stanford University Stanford, CA 94305 E-mail: nyee@stanford.edu

You May Also Find These Documents Helpful

  • Good Essays

    Game genres have certain intentions for players. The type of game can bring in the audience’s attention…

    • 931 Words
    • 4 Pages
    Good Essays
  • Good Essays

    First of all, gamers and their capacities are continuously tested in video games; furthermore, they indirectly formulate hypothesis in order to acquire possible solutions to elucidate the challenges that are presented in each level. On the other hand, if they…

    • 435 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Com 201 Media Essay

    • 1288 Words
    • 6 Pages

    Video games seem to be an essential part around my friends’ circle. Unfortunately, I have never been one of them, but since my brother is a huge fan of video games, I can say I grew up around a video games’ world. As I remember, my brother played video games in every minute and second. I believe you must wonder why I could insist not to play. The truth is I was too afraid to be addicted to those games. I knew I was like my brother. I have seen all the consequences being addicted to video games bring. So I never played the same games several times and this is how I controlled myself. Hence it is much easier for me to observe how people interact with video games and it can also satisfy my curiosity about why people are so addictive. Therefore, I asked two of my girlfriends and my brother to help me to conduct this research. I ask them to play Halo 4, which is a new game they have never played.…

    • 1288 Words
    • 6 Pages
    Powerful Essays
  • Better Essays

    Massively Multiplayer Online Role-Playing Games are played all over the world. These role playing games allow hundreds of thousands of players to compete against each other via the internet in a virtual world. In these virtual worlds the players are also allowed to interact socially. The highly strategic game of chess is a popular board game that MMORPG technology resulted in players from all over the world to enjoy the competition of the game with players from different regions of the world, forgoing the face-to-face norms of the game. This paper will examine cognitive social phenomena related specifically to the context of the MMORPG that wouldn’t happen in a face-to-face chess bout. The face-to-face chess environment and the MMORPG chess environment will be compared and contrasted in this paper. This paper will also cover some user interface guidelines that should apply to MMORPG design.…

    • 1253 Words
    • 4 Pages
    Better Essays
  • Powerful Essays

    “Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone.” (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers. However, there is ample evidence to support my theory that video games have been unfairly maligned. In this paper I will examine research and anecdotal evidence to illustrate why video games are good for you.…

    • 2900 Words
    • 12 Pages
    Powerful Essays
  • Best Essays

    Brown, E., & Cairns, P. (2004). A Grounded Investigation of Game Immersion . Conference on Human Factors in Computing Syetems. Vienna : Electronic version.…

    • 1199 Words
    • 5 Pages
    Best Essays
  • Best Essays

    In the past few decades, computer and console gaming have proven to be more than just a fad. A recent national survey, conducted by the Pew Internet & American Life Project, discovered that “97% of teens ages 12-17 play computer, web, portable, or console games.” Video games have become one of the most popular sources of entertainment for…

    • 3631 Words
    • 15 Pages
    Best Essays
  • Better Essays

    Massively multiplayer online-role playing games, also known as MMORPGs, have gained popularity since they were first released to the public in 1999. Thousands, even millions, of people across the world play these games online every day; some individuals play them so much that some professionals have started to wonder whether or not the people playing these games have developed a new type of addiction. This topic has become very controversial; while some people agree wholeheartedly that it has become an addiction that interferes with players ' social lives, schooling, and jobs, others argue that the obsession with an MMORPG has positive psychological and social impacts.…

    • 1240 Words
    • 5 Pages
    Better Essays
  • Best Essays

    Two features of video games fuel renewed interest by researchers, public policy makers, and the general public. The active role required by playing video games is a double-edged sword. Firstly, for the positive side, educational video games are excellent teaching tools for motivational…

    • 3153 Words
    • 13 Pages
    Best Essays
  • Best Essays

    Jansz, Jeroen, and Martin Tanis. "Appeal of Playing Online First Person Shooter Games." CyberPsychology and Behavior 10 (1999): 133-36. ArticleFirst. Web. 8 Nov. 2010.…

    • 2283 Words
    • 10 Pages
    Best Essays
  • Good Essays

    Mompg Research Paper

    • 604 Words
    • 3 Pages

    Massively Multiplayer Online Role Playing Games (MMORPGs) have been called “heroinware” because they are “simultaneously competitive and highly social” (Allison, Wahlde, Shockley, & Gabbard, 2006, p. 383).…

    • 604 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Types of Online Gamers

    • 531 Words
    • 3 Pages

    From the original Atari to the Xbox 360 videogames have changed a lot and came a long way. Major advances have been made and online games have become a major part of what teens do today. Millions of people across the world play online games. With the innovation of being able to battle against other people across the world, “campers”,” loud mouths”, and “try hards” have arose in the world of online gameplay.…

    • 531 Words
    • 3 Pages
    Good Essays
  • Good Essays

    So, today I tried buddy’s cake recipe, but tweeked it to make it my own. I sifted all of my dry ingredients and added 1 extra egg yolk (for fat) and substituted vegetable oil for olive oil. These were better than the last recipe I tried, but next time I want to use buttermilk instead.…

    • 615 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Michael Ly Professor Hayley Thayer Comm 130 2 November 2014 Video Games Specific Purpose: To inform my audience about video games. Thesis: Video games have changed throughout the years and now has become a major part in our society. I. Introduction A. Attention Getter:…

    • 1184 Words
    • 5 Pages
    Better Essays
  • Powerful Essays

    Cyberculture and Our Youth

    • 1358 Words
    • 6 Pages

    There is a growing concern about the obsessive amount of time that our youth spends immersed in virtual reality worlds and it is very important to take cyberculture issues seriously. Children, youth, and even adults are engaging most of their free time online. The Nielsen Company, averages a single internet user spends 68 hours monthly on the internet. Internetworldstats.com ratings, who are also users of Nielsen Online and the US Census Bureau, indicate 28.7% which is about 2 billion people in the world are users of the internet. Thinking in terms of the overall rate of growth, usage of the internet during the ten year span from 2000 to 2010 the percentage of 444.8 indicates that internet usage will be greater than its current percentages just after one year. (Miniwatts Marketing Group, 2000-2010) The affects from this behavior could have detrimental outcomes in the development their young minds. Some individuals have the tendency to become powerless to virtual reality worlds. Their physical identity becomes less important than the…

    • 1358 Words
    • 6 Pages
    Powerful Essays