ABSTRACT
In this paper, the different general motivations of gamers for playing video games are explored. Surprisingly, to date little research has been devoted to the characterization of the gamer, based on general game motivations. By means of an online survey, we questioned 2985 Flemish gamers on 11 general game motivations. K-means clustering was used to distinguish four distinctive gamer profiles: the overall convinced gamer, the convinced competitive gamer, the escapist gamer and the pass-time gamer.
- Anderson, C. A., Gentile, D. A. & Buckley, K. E. (2007). Violent video game effects on children and adolescents: theory, research, and public policy. New York: Oxford University Press. Google ScholarCross Ref
- Rutter, J. & Bryce, J. (2006). Understanding Digital Games. London: Sage Google ScholarDigital Library
- Wark, M. (2007). Gamer theory. Cambridge: Harvard University Press. Google ScholarDigital Library
- Dovey J. & Kennedy W. (2006). Game Cultures: Computer Games as New Media. Berkshire: Open University Press.Google Scholar
- Yee N. (2006). Motivations for Play in Online Games. CyberPsychology & Behavior, 9(6), 772--775.Google Scholar
- Bartle, R. (2001). Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of Virtual Environments.Google Scholar
- Malliet, S. (2007). The challenge of video games to media effect theory. Unpublished doctoral dissertation, KU Leuven. pp. 115--7.Google Scholar
- Utz, S. (2000). Social information processing in MUDs: the development of friendships in virtual worlds. Journal of Online Behavior, 1(1).Google Scholar
- Bekhtina, V. (2002). Psychological research of MUD gamers. Unpublished master thesis, Moscow State University.Google Scholar
- Cole, H. & Griffiths, M. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10 (4), 575--583.Google Scholar
- Jansz, J. & Tanis, M. (2007). The appeal of playing online first person shooter games (FPSG). Cyberpsychology & Behavior, 10(1), 135--138.Google Scholar
- Rubin, A. M. (2002). The uses-and-gratifications perspective of media effects. In Bryant, J. & Zillmann, D. (2002). Media effects: advances in theory and research. Hillsdale, New York: Lawrence Erlbaum Associates.Google Scholar
- Haridakis, P. M. & Rubin, A. M. (2003). Motivations for watching television violence and viewer aggression. Mass Communication & Society, 6 (1), 29--56.Google Scholar
- Greenfield, P. M. (1984). Mind and media: the effects of television, computers and video games. London: Fontana. Google ScholarDigital Library
- Morlock, H., Yando, T. & Nigolean K. (1985). Motivations of video game players. Psychological report, 57, 247--250.Google Scholar
- Vorderer, P., Hartmann, T. & Klimmt, C. (2003). Explaining the enjoyment of playing video games: the role of competition. Proceedings of the second international conference on entertainment computing. Pittsburgh, PA: Carnegie Mellon University. Google ScholarDigital Library
- Grodal, T. (2000). Video games and the pleasures of control. In Zillmann, D. & Vorderer, P. (2000). Media entertainment: the psychology of its appeal. Mahwah NJ: Lawrence Erlbaum Associates.Google Scholar
- Sherry, J. L., Lucas, K., Greenberg, B. & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. In Vorderer, P. & Bryant, J. (2006). Playing computer games: motivations, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
- Griffiths, M., Davies, M. & Chappell, D. (2003). Breaking the Stereotype: The Case of Online Gaming. CyberPsychology & Behavior, 6 (1), 81--91.Google Scholar
- Griffiths, M., Davies, M. & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7 (4), 479--487.Google Scholar
- De Pauw, E., Pleysier, S., Van Looy, J., Bourgonjon, J., Rutten, K., Vanhooven, S. & Soetaert, R. (2008). Ze krijgen er niet genoeg van! Jongeren en gaming, een onderzoeksstudie. Research report ViWTA.Google Scholar
Index Terms
- Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games
Recommendations
The interplay between immersion and appeal in video games
A 2í 2 study on immersion and appeal of video games is presented.Immersion and appeal are found to be highly related.Immersion is found to be unaffected by playing experience.Appeal is found to be affected both by game played and playing experience. ...
Sociable killers: understanding social relationships in an online first-person shooter game
CSCW '11: Proceedings of the ACM 2011 conference on Computer supported cooperative workOnline video games can be seen as medium for the formation and maintenance of social relationships. In this paper, we explore what social relationships mean under the context of online First-Person Shooter (FPS) games, how these relationships influence ...
Classic Nintendo games are (computationally) hard
We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokémon. Our results apply to generalized versions of Super Mario Bros. 1-3, The Lost Levels, and Super Mario World; ...
Comments