Yee Nick
Department of Communication, Stanford University, Palo Alto, California 94305, USA.
Cyberpsychol Behav. 2006 Dec;9(6):772-5. doi: 10.1089/cpb.2006.9.772.
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.
一个关于网络游戏玩家动机的实证模型为理解和评估玩家之间的差异以及游戏动机如何与年龄、性别、使用模式和游戏内行为相关联提供了基础。在当前的研究中,采用了因素分析方法来创建一个玩家动机的实证模型。分析揭示了10个动机子成分,它们归为三个总体成分(成就、社交和沉浸)。同时还呈现了动机与人口统计学变量(年龄、性别和使用模式)之间的关系。