Thursday, October 13, 2005

Player Motivation Model in Online Gaming

Just found a website called The Daedalus Project: the psychology of mmorpgs. (mmorpgs: massively multiplayer online role-playing games)

It looks like it's probably quite interesting. The page I was looking at in particular has a Model of Player Motivations for mmorpgs. Looks like a factor analysis was done; 10 factors were identified which clustered into 3 high-level constructs: Achievement, Social, and Immersion.

While "learning" doesn't make the list of the 10 factors, many of the identified factors are most certainly important to consider in creating an educational game - or an online learning environment. Check it out.

1 Comments:

At 8:47 AM, Robin O said...

When reading through some of the statistics a couple of them really stood out in terms of this type of play. I wonder what the same statistics would be for board games?
· Avg age of MMORPG players is 25 (not teenagers)
· Avg player spends 22 hours/week playing (imagine if that was educational also?)
· Avg play time is not determined by age (so older players play just as much as younger)
· Games are multifaceted so the motivation for play can be very different for different subgroups, but still allow them to enjoy the game together
· Men are 3-5 times more likely to play a female avatar than a woman is to play a male avatar (would this ever be the same in face to face board games?)
· 50% of players consider themselves “addicted”
· You can actually make money on transactions of virtual items in the real world. Yikes!!

 

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