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.
772
C
YBER
P
SYCHOLOGY
& B
EHAVIOR
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
14356c09.pgs 11/28/06 10:22 AM Page 772
METHODS
A list of 40 questions that related to player moti-
vations was generated based on Bartle’s Player
Types
3
and qualitative information from earlier
surveys of MMORPG players. Players used a five-
point fully labeled construct-specific scale to re-
spond. For example, respondents were asked,
“How important is it you to level up as fast as pos-
sible?.” After the inventory of items was prepared,
data was then collected from 3,000 MMORPG play-
ers through online surveys publicized at online
portals that catered to MMORPG players from sev-
eral popular MMORPGs—EverQuest, Dark Age of
Camelot, Ultima Online, and Star Wars Galaxies. A
factor analysis was then performed on this data to
detect the relationships among the inventory items
in order to reveal its underlying structure.
RESULTS
A principle components analysis was used to ar-
rive at a more parsimonious representation of the
40-item inventory set. Ten components emerged
with eigenvalues greater than 1. Together, these 10
components accounted for 60% of the overall vari-
ance. An oblique rotation (Promax, kappa = 4) was
used to reflect the inherent correlations between
the components. Most loadings were in excess of
0.55, and no secondary loadings exceeded 30% of
the primary loadings. Almost all components had a
Cronbach’s alpha of over 0.70. Due to the high
number of components, an additional PCA was per-
formed on the 10 components in order to explore
whether certain components should be grouped to-
gether. Three main components emerged with
eigenvalues greater than 1. Together, these three
main components accounted for 55% of the overall
variance. Again, an oblique rotation was used. The
10 components are shown here grouped according
to the second PCA (Table 1). The components will
now be described briefly:
Achievement component
Advancement—The desire to gain power, prog-
ress rapidly, and accumulate in-game sym-
bols of wealth or status
Mechanics—Having an interest in analyzing
the underlying rules and system in order to
optimize character performance
Competition—The desire to challenge and
compete with others
Social component
Socializing—Having an interest in helping and
chatting with other players
Relationship—The desire to form long-term
meaningful relationships with others
Teamwork—Deriving satisfaction from being
part of a group effort.
Immersion component
Discovery—Finding and knowing things that
most other players don’t know about
Role-Playing—Creating a persona with a back-
ground story and interacting with other
players to create an improvised story
Customization—Having an interest in cus-
tomizing the appearance of their character
MOTIVATIONS FOR PLAY IN ONLINE GAMES
773
T
ABLE
1.
S
UBCOMPONENTS
R
EVEALED BY THE
F
ACTOR
A
NALYSIS
G
ROUPED BY THE
M
AIN
C
OMPONENT
T
HEY
F
ALL
U
NDER
Achievement
Social
Immersion
Advancement
Socializing
Discovery
Progress, Power,
Casual Chat, Helping Others,
Exploration, Lore,
Accumulation, Status
Making Friends
Finding Hidden Things
Mechanics
Relationship
Role-Playing
Numbers, Optimization,
Personal, Self-Disclosure,
Story Line, Character History,
Templating, Analysis
Find and Give Support
Roles, Fantasy
Competition
Teamwork
Customization
Challenging Others,
Collaboration, Groups,
Appearances, Accessories,
Provocation, Domination
Group Achievements
Style, Color Schemes
Escapism
Relax, Escape from Real Life,
Avoid Real-Life Problems
14356c09.pgs 11/28/06 10:22 AM Page 773
Escapism—Using the online environment to
avoid thinking about real life problems
The factor analysis revealed that play motiva-
tions in MMORPGs do not suppress each other as
Bartle suggested. If a player scored high on the
achievement component that did not mean they
scored low on the social component. This is sup-
ported by the data; correlations among the three
main components are weak (r values of < 0.10).
Gender, age, and usage differences
Component scores were calculated for every par-
ticipant using a regression method based on the
factor loadings. Male players scored significantly
higher on all the achievement components than fe-
male players (t[3035] > 9.5, p < 0.001), while female
players scored significantly higher than male play-
ers on the relationship subcomponent (t[3035] =
14.31, p < 0.001]). While these results seem to con-
firm stereotypical assumptions of gendered play
styles, the variation in the achievement component
is in fact better explained by age than gender. In a
multiple regression using the achievement motiva-
tion as a dependent variable, and gender and age
as the independent variables, the resulting model
had an r
2
of 0.15. The standardized coefficient of
gender was 0.16; the standardized coefficient of age
was
0.32. Also worth noting is that there is a gen-
der difference in the relationship subcomponent
but not in the socializing subcomponent, although
these two subcomponents are highly related. In
other words, male players socialize just as much as
female players, but are looking for very different
things in those relationships.
To explore whether some of these motivation
components might be highly correlated with, and
thus perhaps predictive of, problematic usage, a
variation of Young’s
4
diagnostic questionnaire of
internet users was also implemented. The result-
ing scale had a Cronbach’s alpha of 0.77, and a
composite value was created to indicate overall
problematic usage for each respondent. A multi-
ple regression with the problematic usage score as
the dependent variable, and the 10 motivation
components, age, gender, and hours played per
week as the independent variables revealed a sig-
nificant model (r
2
= 0.34, p < 0.001). The escapism
component emerged as the best predictor (b =
0.31, p < 0.001), followed by hours played per
week (b = 0.30, p < 0.001) and the advancement
component (b = 0.17, p < 0.01). All other predictors
had a standardized coefficient of less than 0.10.
This pattern of predictor strength dovetails with
commentary from clinicians that pre-existing de-
pression or mood disorders are common among
users who develop problematic usage with online
games.
5,6
DISCUSSION
Oftentimes, both the media and researchers
into media effects collapse all video gamers into a
simplistic archetype. While this facilitates making
sweeping generalizations of potentially deviant
behaviors or consequences (i.e., addiction and ag-
gression), this strategy inevitably ignores the im-
portant fact that different people choose to play
games for very different reasons, and thus, the
same video game may have very different mean-
ings or consequences for different players. The
study described in this paper was an attempt to
articulate the myriad of motivations of play
among MMO players, and to explore how these
motivational factors can provide us with analyti-
cal tools to describe and understand the prefer-
ence for and effects of game-play for different
kinds of players. The empirical model developed
in this study provides a solid foundation for fu-
ture quantitative research in online games by pro-
viding a model to understand player motivations,
a tool to assess those motivations, and thus also a
means to understand usage patterns, in-game be-
haviors, and demographic variables in relation to
player motivations.
SUPPLEMENTARY MATERIAL
Details of the inventory items, factor loadings,
and demographic differences can be found at
www.nickyee.com/cpb-supp.html.
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 Environ-
ments. Available at: www.brandeis.edu/pubs/jove/
HTML/v1/bartle.html. Accessed September 13, 2006.
774
YEE
14356c09.pgs 11/28/06 10:22 AM Page 774
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
<http://www.nyunews.com/vnews/display.
v/ART/2006/04/11/443b3b159ffd6>
6. Kershaw, S. (2005). Hooked on the web: Help is on
the way. The New York Times. Retrieved December
1st, 2005 <http://www.nytimes.com/2005/12/01/
fashion/thursdaystyles/01addict.html?ei=5090&en
=la8916920717f083&ex=1291093200>
Address reprint requests to:
Nick Yee
Department of Communication
Stanford University
Stanford, CA 94305
E-mail: nyee@stanford.edu
MOTIVATIONS FOR PLAY IN ONLINE GAMES
775
14356c09.pgs 11/28/06 10:22 AM Page 775
This article has been cited by:
1. John M. Quick, Robert K. Atkinson, Lijia Lin. 2014. Empirical Taxonomies of Gameplay Enjoyment. International Journal
of Game-Based Learning 2:3, 11-31. [
]
2. Kuo-Chen Li, Cheng-Ting Chen, Hui-Chih Wang, Jia-Sheng Heh. 2014. Game-Based Pilot System for English Learning.
International Journal of Online Pedagogy and Course Design 2:2, 86-99. [
3. Eeva Nygren, Erkki Sutinen, A. Seugnet Blignaut, Teemu H. Laine, Christo J. Els. 2014. Motivations for Play in the
UFractions Mobile Game in Three Countries. International Journal of Mobile and Blended Learning 4:2, 30-48. [
4. Nikole Wing Ka Kwok, Angeline Khoo. 2013. Gamers’ Motivations and Problematic Gaming. International Journal of Cyber
Behavior, Psychology and Learning 1:3, 34-49. [
]
5. Maria C. Haagsma, Scott E. Caplan, Oscar Peters, Marcel E. Pieterse. 2013. A cognitive-behavioral model of problematic
online gaming in adolescents aged 12–22years. Computers in Human Behavior 29:1, 202-209. [
]
6. Joël Billieux, Martial Van der Linden, Sophia Achab, Yasser Khazaal, Laura Paraskevopoulos, Daniele Zullino, Gabriel
Thorens. 2013. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and
in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior 29:1, 103-109. [
7. Cheng-Chieh Hsiao, Jyh-Shen Chiou. 2012. The effect of social capital on community loyalty in a virtual community: Test
of a tripartite-process model. Decision Support Systems 54:1, 750-757. [
]
8. Marc-André K. Lafrenière, Jérémie Verner-Filion, Robert J. Vallerand. 2012. Development and validation of the Gaming
Motivation Scale (GAMS). Personality and Individual Differences 53:7, 827-831. [
]
9. Julia Kneer , Sabine Glock , Sara Beskes , Gary Bente . 2012. Are Digital Games Perceived as Fun or Danger? Supporting
and Suppressing Different Game-Related Concepts. Cyberpsychology, Behavior, and Social Networking 15:11, 604-609.
[
]
10. Karolien Poels , Nele De Cock , Steven Malliet . 2012. The Female Player Does Not Exist: Gender Identity Relates to
Differences in Player Motivations and Play Styles. Cyberpsychology, Behavior, and Social Networking 15:11, 634-638.
[
]
11. Maria C. Haagsma, Daniel L. King, Marcel E. Pieterse, Oscar Peters. 2012. Assessing Problematic Video Gaming Using
the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People. International Journal of Mental Health and
Addiction . [
]
12. Zaheer Hussain, Mark D. Griffiths, Thom Baguley. 2012. Online gaming addiction: Classification, prediction and associated
risk factors. Addiction Research & Theory 20:5, 359-371. [
]
13. Cheng-Chieh Hsiao, Jyh-Shen Chiou. 2012. The impact of online community position on online game continuance intention:
Do game knowledge and community size matter?. Information & Management 49:6, 292-300. [
]
14. Jieun Lee , Mira Lee , In Hyok Choi . Social Network Games Uncovered: Motivations and Their Attitudinal and Behavioral
Outcomes. Cyberpsychology, Behavior, and Social Networking, ahead of print. [
] [
] [
]
15. Daria J. Kuss , Jorik Louws , Reinout W. Wiers . 2012. Online Gaming Addiction? Motives Predict Addictive Play Behavior
in Massively Multiplayer Online Role-Playing Games. Cyberpsychology, Behavior, and Social Networking 15:9, 480-485.
[
]
16. Panote Siriaraya, Chee Siang Ang. 2012. Characteristics and usage patterns of older people in a 3D online multi-user virtual
environment. Computers in Human Behavior 28:5, 1873-1882. [
17. Dong Dong Li, Albert K. Liau, Douglas A. Gentile, Angeline Khoo, Wei Da Cheong. 2012. Construct and Predictive Validity
of a Brief MMO Player Motivation Scale: Cross-sectional and longitudinal evidence based on Singaporean young gamers.
Journal of Children and Media 1-20. [
]
18. Georgios Floros , Konstantinos Siomos . 2012. Patterns of Choices on Video Game Genres and Internet Addiction.
Cyberpsychology, Behavior, and Social Networking 15:8, 417-424. [
] [
] [
] [
19. Kaunchin Chen, Jengchung V. Chen, William H. Ross. 2012. Antecedents of Online Game Dependency. Journal of Database
Management 21:2, 69-99. [
20. Christian Roth , Ivar Vermeulen , Peter Vorderer , Christoph Klimmt . 2012. Exploring Replay Value: Shifts and Continuities
in User Experiences Between First and Second Exposure to an Interactive Story. Cyberpsychology, Behavior, and Social
Networking 15:7, 378-381. [
] [
21. Mike Schmierbach, Qian Xu, Anne Oeldorf-Hirsch, Frank E. Dardis. 2012. Electronic Friend or Virtual Foe: Exploring the
Role of Competitive and Cooperative Multiplayer Video Game Modes in Fostering Enjoyment. Media Psychology 15:3,
356-371. [
]
22. Panote Siriaraya, Chee Siang Ang. 2012. Age differences in the perception of social presence in the use of 3D virtual world
for social interaction. Interacting with Computers 24:4, 280-291. [
23. Daniel M. Eveleth, Alex B. Eveleth. 2012. Team Identification, Team Performance and Leader-Member Exchange
Relationships in Virtual Groups. International Journal of Virtual Communities and Social Networking 2:1, 52-66. [
24. Ching-I Teng, Ming-Yi Chen, Yun-Jung Chen, Yi-Jhen Li. 2012. Loyalty Due to Others: The Relationships Among
Challenge, Interdependence, and Online Gamer Loyalty. Journal of Computer-Mediated Communication 17:4, 489-500.
[
25. Mirko Suznjevic, Maja Matijasevic. 2012. Player behavior and traffic characterization for MMORPGs: a survey. Multimedia
Systems . [
26. Gume Osorio , David C. Moffat , Jonathan Sykes . 2012. Exergaming, Exercise, and Gaming: Sharing Motivations. Games
for Health Journal 1:3, 205-210. [
] [
27. Gilok Choi, Hyewon Chung, Yoonsook Kim. 2012. Are Stereotypes Relative to Gender Usage Applicable to Virtual Worlds?.
International Journal of Human-Computer Interaction 28:6, 399-405. [
28. Yannick Ferreira De Sousa, Alistair Munro. 2012. Truck, barter and exchange versus the endowment effect: Virtual field
experiments in an online game environment. Journal of Economic Psychology 33:3, 482-493. [
]
29. Tsui Shan Chung. 2012. Table-top Role Playing Game and Creativity. Thinking Skills and Creativity . [
]
30. Jan Van Looy, Cédric Courtois, Melanie De Vocht, Lieven De Marez. 2012. Player Identification in Online Games: Validation
of a Scale for Measuring Identification in MMOGs. Media Psychology 15:2, 197-221. [
]
31. Fatih Bayraktar , Hasan Amca . 2012. Interrelations Between Virtual-World and Real-World Activities: Comparison
of Genders, Age Groups, and Pathological and Nonpathological Internet Users. Cyberpsychology, Behavior, and Social
Networking 15:5, 263-269. [
] [
32. Julia Kneer , Daniel Munko , Sabine Glock , Gary Bente . 2012. Defending the Doomed: Implicit Strategies Concerning
Protection of First-Person Shooter Games. Cyberpsychology, Behavior, and Social Networking 15:5, 251-256. [
] [
33. Victoria C. Coyle, Dianna L. NewmanMotivation in Online Environments 1212-1224. [
]
34. Nina Haferkamp, Martin R. Herbers. 2012. What if Bourdieu had played FarmVille? Examining users’ motives for playing
the browser game FarmVille in relation to socio-demographic variables. Publizistik . [
]
35. Bernd Carsten Stahl. 2012. Responsible research and innovation in information systems. European Journal of Information
Systems 00. . [
]
36. Christopher J. Ferguson, Cheryl K. Olson. 2012. Friends, fun, frustration and fantasy: Child motivations for video game play.
Motivation and Emotion . [
37. Nicholas David Bowman , Daniel Schultheiss , Christina Schumann . 2012. “I'm Attached, and I'm a Good Guy/Gal!”:
How Character Attachment Influences Pro- and Anti-Social Motivations to Play Massively Multiplayer Online Role-Playing
Games. Cyberpsychology, Behavior, and Social Networking 15:3, 169-174. [
] [
] [
]
38. Charlotta Hellström, Kent W. Nilsson, Jerzy Leppert, Cecilia Åslund. 2012. Influences of motives to play and time spent
gaming on the negative consequences of adolescent online computer gaming. Computers in Human Behavior . [
39. Yu-Hao Lee, Donghee Yvette Wohn. 2012. Are there cultural differences in how we play? Examining cultural effects on
playing social network games. Computers in Human Behavior . [
]
40. Daria J. Kuss, Mark D. Griffiths. 2012. Online gaming addiction in children and adolescents: A review of empirical research.
Journal of Behavioral Addictions 1:1, 3-22. [
41. Ricardo Gouveia Rodrigues, Paulo Gonçalves Pinheiro, José BarbosaOnline Playability 391-421. [
42. Katerina Lukavska . 2012. Time Perspective as a Predictor of Massive Multiplayer Online Role-Playing Game Playing.
Cyberpsychology, Behavior, and Social Networking 15:1, 50-54. [
] [
] [
] [
43. Aimee deNoyelles, Kay Kyeong-Ju Seo. 2012. Inspiring equal contribution and opportunity in a 3d multi-user virtual
environment: Bringing together men gamers and women non-gamers in Second Life®. Computers & Education 58:1, 21-29.
[
44. Frank E. Dardis, Mike Schmierbach. 2012. Effects of Multiplayer Videogame Contexts on Individuals’ Recall of In-Game
Advertisements. Journal of Promotion Management 18:1, 42-59. [
]
45. Chiu-Ping Hsu, Yi-Fang Chiang, Heng-Chiang Huang. 2012. How experience-driven community identification generates
trust and engagement. Online Information Review 36:1, 72-88. [
]
46. Christopher Peter Clarke. 2012. Second Life in the library: an empirical study of new users' experiences. Program: electronic
library and information systems 46:2, 242-257. [
]
47. Ching-I Teng, Fan-Chen Tseng, Ye-Sho Chen, Soushan Wu. 2012. Online gaming misbehaviours and their adverse impact
on other gamers. Online Information Review 36:3, 342-358. [
48. Kaunchin Chen, Jengchung V. Chen, William H. RossAntecedents of Online Game Dependency 176-208. [
]
49. Nick J. Mount, Gary PriestnallTrying to Build a Wind Farm in a National Park: Experiences of a Geocollaboration Experiment
in Second Life 301-325. [
]
50. Jowon Park , Yosep Song , Ching-I Teng . 2011. Exploring the Links Between Personality Traits and Motivations to Play
Online Games. Cyberpsychology, Behavior, and Social Networking 14:12, 747-751. [
]
51. Elizabeth A. Boyle, Thomas M. Connolly, Thomas Hainey, James M. Boyle. 2011. Engagement in digital entertainment
games: A systematic review. Computers in Human Behavior . [
]
52. Zhengchuan Xu, Ofir Turel, Yufei Yuan. 2011. Online game addiction among adolescents: motivation and prevention factors.
European Journal of Information Systems . [
53. Andrew Schwarz, Colleen Schwarz, Yoonhyuk Jung, Begoña Pérez, Sonja Wiley-Patton. 2011. Towards an understanding
of assimilation in virtual worlds: the 3C approach. European Journal of Information Systems . [
]
54. Tibert Verhagen, Frans Feldberg, Bart van den Hooff, Selmar Meents, Jani Merikivi. 2011. Understanding users’ motivations
to engage in virtual worlds: A multipurpose model and empirical testing. Computers in Human Behavior . [
55. Cheng-Chieh Hsiao, Jyh-Shen Chiou. 2011. The effects of a player’s network centrality on resource accessibility, game
enjoyment, and continuance intention: A study on online gaming communities. Electronic Commerce Research and
Applications . [
56. Jon-Chao Hong, Chih-Min Tsai, Ya-Jiuan Ho, Ming-Yueh Hwang, Ching-Ji Wu. 2011. A comparative study of the learning
effectiveness of a blended and embodied interactive video game for kindergarten students. Interactive Learning Environments
1-15. [
57. Dongdong Li , Albert Liau , Angeline Khoo . 2011. Examining the Influence of Actual-Ideal Self-Discrepancies, Depression,
and Escapism, on Pathological Gaming Among Massively Multiplayer Online Adolescent Gamers. Cyberpsychology,
Behavior, and Social Networking 14:9, 535-539. [
] [
58. Christothea Herodotou, Maria Kambouri, Niall Winters. 2011. The role of trait emotional intelligence in gamers’ preferences
for play and frequency of gaming. Computers in Human Behavior 27:5, 1815-1819. [
59. Olivia Metcalf, Kristen Pammer. 2011. Attentional bias in excessive massively multiplayer online role-playing gamers using
a modified Stroop task. Computers in Human Behavior 27:5, 1942-1947. [
60. Avus C.Y. Hou, Ching-Chin Chern, Houn-Gee Chen, Yu-Chen Chen. 2011. ‘Migrating to a new virtual world’: Exploring
MMORPG switching through human migration theory. Computers in Human Behavior 27:5, 1892-1903. [
61. Donghee Yvette Wohn. 2011. Gender and Race Representation in Casual Games. Sex Roles 65:3-4, 198-207. [
62. Andrew D. Smock, Nicole B. Ellison, Cliff Lampe, Donghee Yvette Wohn. 2011. Facebook as a toolkit: A uses and
gratification approach to unbundling feature use. Computers in Human Behavior . [
]
63. Craig Pragnell, Christos GatzidisAddiction in World of Warcraft 54-74. [
]
64. Lily Shui-Lien Chen. 2011. Consumer-based leisure constraint for online gaming. The Service Industries Journal 1-18.
65. Bong-Won Park , Kun Chang Lee . 2011. An Empirical Analysis of Online Gamers' Perceptions of Game Items: Modified
Theory of Consumption Values Approach. Cyberpsychology, Behavior, and Social Networking 14:7-8, 453-459. [
] [
66. Bong-Won Park, Kun Chang Lee. 2011. Exploring the value of purchasing online game items. Computers in Human Behavior
. [
]
67. Yoonhyuk Jung. 2011. Understanding the Role of Sense of Presence and Perceived Autonomy in Users' Continued Use of
Social Virtual Worlds. Journal of Computer-Mediated Communication 16:4, 492-510. [
68. Timo Partala. 2011. Psychological needs and virtual worlds: Case Second Life. International Journal of Human-Computer
Studies . [
]
69. Jan Derboven, Mieke Van Gils, Dirk De Grooff. 2011. Designing for collaboration: a study in intergenerational social game
design. Universal Access in the Information Society . [
]
70. Virginia Fisoun, Georgios Floros, Dimitrios Geroukalis, Nikoleta Ioannidi, Nikiforos Farkonas, Elena Sergentani, Nikiforos
Angelopoulos, Konstantinos Siomos. 2011. Internet addiction in the island of Hippocrates: the associations between internet
abuse and adolescent off-line behaviours. Child and Adolescent Mental Health no-no. [
71. Andy Boyan, John L. Sherry. 2011. The Challenge in Creating Games for Education: Aligning Mental Models With Game
Models. Child Development Perspectives 5:2, 82-87. [
]
72. Fan-Chen Tseng. 2011. Segmenting online gamers by motivation. Expert Systems with Applications 38:6, 7693-7697.
73. Sabine Trepte, Leonard Reinecke, Katharina-Maria BehrPlaying Myself or Playing to Win? 329-352. [
74. Carrie Heeter, Brian Magerko, Ben Medler, Joe FitzgeraldGame Design and the Challenge-Avoiding, Self-Validator Player
75. Nicholas John Munn. 2011. The reality of friendship within immersive virtual worlds. Ethics and Information Technology
. [
]
76. Chapter 13 Digital Games 295-310. [
]
77. Jeffrey G. Snodgrass, Michael G. Lacy, H.J. Francois Dengah II, Jesse Fagan. 2011. Enhancing one life rather than living
two: Playing MMOs with offline friends. Computers in Human Behavior 27:3, 1211-1222. [
78. Catherine L. Lortie, Matthieu J. Guitton. 2011. Social organization in virtual settings depends on proximity to human visual
aspect. Computers in Human Behavior 27:3, 1258-1261. [
]
79. Danny Pannicke, Rüdiger Zarnekow, Sebastian Müller. 2011. Relativer Vorteil im Unterhaltungserleben virtueller Welten
Eine empirische Analyse am Beispiel World of Warcraft. i-com 10:1, 49-57. [
]
80. Rebecca M. Chory , Alan K. Goodboy . 2011. Is Basic Personality Related to Violent and Non-Violent Video Game Play and
Preferences?. Cyberpsychology, Behavior, and Social Networking 14:4, 191-198. [
] [
] [
]
81. Faltin Karlsen. 2011. Entrapment and Near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games
and Massively Multiplayer Online Role-Playing Games. International Journal of Mental Health and Addiction 9:2, 193-207.
[
82. Lynn Jones Eaton, Mario Guerra, Stephanie Corliss, Leslie Jarmon. 2011. A statewide university system (16 campuses)
creates collaborative learning communities in Second Life. Educational Media International 48:1, 43-53. [
]
83. Christopher J. Ferguson, Adolfo Garza. 2011. Call of (civic) duty: Action games and civic behavior in a large sample of
youth. Computers in Human Behavior 27:2, 770-775. [
84. Birgit U. Stetina, Oswald D. Kothgassner, Mario Lehenbauer, Ilse Kryspin-Exner. 2011. Beyond the fascination of online-
games: Probing addictive behavior and depression in the world of online-gaming. Computers in Human Behavior 27:1,
473-479. [
]
85. Lan-Ying Huang, Ying-Jiun Hsieh. 2011. Predicting online game loyalty based on need gratification and experiential motives.
Internet Research 21:5, 581-598. [
]
86. Antonius J. Van Rooij, Tim M. Schoenmakers, Ad A. Vermulst, Regina J.J.M. Van Den Eijnden, Dike Van De Mheen. 2011.
Online video game addiction: identification of addicted adolescent gamers. Addiction 106:1, 205-212. [
]
87. Rosanna E. Guadagno, Nicole L. Muscanell, Bradley M. Okdie, Nanci M. Burk, Thomas B. Ward. 2011. Even in virtual
environments women shop and men build: A social role perspective on Second Life. Computers in Human Behavior 27:1,
304-308. [
]
88. Adesegun Oyedele, Michael S. Minor. 2011. Customer typology: 3D virtual world. Journal of Research in Interactive
Marketing 5:1, 29-49. [
]
89. Karla R. Hamlen. 2011. Children’s choices and strategies in video games#. Computers in Human Behavior 27:1, 532-539.
90. Francesca Zanetta Dauriat, Ariane Zermatten, Joël Billieux, Gabriel Thorens, Guido Bondolfi, Daniele Zullino, Yasser
Khazaal. 2011. Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-
Playing Games: Evidence from an Online Survey. European Addiction Research 17:4, 185-189. [
]
91. Elif Ayiter. 2011. Becoming Creative through Self Observation. International Journal of Art, Culture and Design
Technologies 1:1, 22-35. [
92. C. Herodotou, N. Winters, M. Kambouri. 2011. A motivationally oriented approach to understanding game appropriation.
International Journal of Human-Computer Interaction 99999:1, 1-1. [
]
93. Jean Oggins, Jeffrey Sammis. 2010. Notions of Video Game Addiction and Their Relation to Self-Reported Addiction Among
Players of World of Warcraft. International Journal of Mental Health and Addiction . [
94. Chang-Su Kim, Eun-Hai Oh, Kyung Hoon Yang, Jae Kyung Kim. 2010. The appealing characteristics of download type
mobile games. Service Business 4:3-4, 253-269. [
95. Victoria Anne Sublette, Barbara Mullan. 2010. Consequences of Play: A Systematic Review of the Effects of Online Gaming.
International Journal of Mental Health and Addiction . [
]
96. Ashleigh K. Shelton. 2010. Defining the lines between virtual and real world purchases: Second Life sells, but who’s buying?
#. Computers in Human Behavior 26:6, 1223-1227. [
]
97. Ching-I Teng. 2010. Customization, immersion satisfaction, and online gamer loyalty. Computers in Human Behavior 26:6,
1547-1554. [
]
98. Matthieu J. Guitton. 2010. Cross-modal compensation between name and visual aspect in socially active avatars. Computers
in Human Behavior 26:6, 1772-1776. [
99. Jen-Her Wu, Shu-Ching Wang, Ho-Huang Tsai. 2010. Falling in love with online games: The uses and gratifications
perspective. Computers in Human Behavior 26:6, 1862-1871. [
100. Dmitri Williams. 2010. The Mapping Principle, and a Research Framework for Virtual Worlds. Communication Theory 20:4,
451-470. [
]
101. Lily Shui-Lien Chen. 2010. The impact of perceived risk, intangibility and consumer characteristics on online game playing.
Computers in Human Behavior 26:6, 1607-1613. [
]
102. Michael Szell, Stefan Thurner. 2010. Measuring social dynamics in a massive multiplayer online game. Social Networks
32:4, 313-329. [
103. Seth Cooper, Firas Khatib, Adrien Treuille, Janos Barbero, Jeehyung Lee, Michael Beenen, Andrew Leaver-Fay, David
Baker, Zoran Popovi#, Foldit players. 2010. Predicting protein structures with a multiplayer online game. Nature 466:7307,
756-760. [
]
104. Bobby Hoffman, Louis Nadelson. 2010. Motivational engagement and video gaming: a mixed methods study. Educational
Technology Research and Development 58:3, 245-270. [
105. Bong-Won Park, Jae-Hyeon Ahn. 2010. Policy analysis for online game addiction problems. System Dynamics Review 26:2,
117-138. [
]
106. Yoonhyuk Jung, Hyunmee Kang. 2010. User goals in social virtual worlds: A means-end chain approach. Computers in
Human Behavior 26:2, 218-225. [
]
107. Guy Porter, Vladan Starcevic, David Berle, Pauline Fenech. 2010. Recognizing problem video game use. Australian and
New Zealand Journal of Psychiatry 44:2, 120-128. [
108. Jean-Pierre Dumazert, Laurence Lemoine, Dominique Drillon. 2010. Prospective sectorielle appliquée aux mondes virtuels.
De la fonction de chef de guilde au métier de manager. Quelle réflexion à partir des jeux massivement multi-joueurs ?.
Management & Avenir 36:6, 298. [
]
109. Daniel King, Paul Delfabbro, Mark Griffiths. 2010. Video Game Structural Characteristics: A New Psychological Taxonomy.
International Journal of Mental Health and Addiction 8:1, 90-106. [
]
110. Ahmer Iqbal, Marja Kankaanranta, Pekka Neittaanmäki. 2010. Experiences and motivations of the young for participation
in virtual worlds. Procedia - Social and Behavioral Sciences 2:2, 3190-3197. [
]
111. Zaheer Hussain , Mark D. Griffiths . 2009. The Attitudes, Feelings, and Experiences of Online Gamers: A Qualitative
Analysis. CyberPsychology & Behavior 12:6, 747-753. [
] [
]
112. Dmitri Williams, Mia Consalvo, Scott Caplan, Nick Yee. 2009. Looking for Gender: Gender Roles and Behaviors Among
Online Gamers. Journal of Communication 59:4, 700-725. [
113. Kimberly Young. 2009. Internet Addiction: Diagnosis and Treatment Considerations. Journal of Contemporary
Psychotherapy 39:4, 241-246. [
]
114. Klimmt Christoph, Hefner Dorothée, Vorderer Peter. 2009. The Video Game Experience as “True” Identification: A Theory
of Enjoyable Alterations of Players' Self-Perception. Communication Theory 19:4, 351-373. [
]
115. Shang Hwa Hsu, Ming-Hui Wen, Muh-Cherng Wu. 2009. Exploring user experiences as predictors of MMORPG addiction.
Computers & Education 53:3, 990-999. [
116. Scott Caplan, Dmitri Williams, Nick Yee. 2009. Problematic Internet use and psychosocial well-being among MMO players.
Computers in Human Behavior 25:6, 1312-1319. [
]
117. Maria Frostling-Henningsson . 2009. First-Person Shooter Games as a Way of Connecting to People: “Brothers in Blood”.
CyberPsychology & Behavior 12:5, 557-562. [
] [
]
118. Huon Longman , Dr. Erin O'Connor , Patricia Obst . 2009. The Effect of Social Support Derived from World of Warcraft
on Negative Psychological Symptoms. CyberPsychology & Behavior 12:5, 563-566. [
] [
] [
119. Michael Bourlakis, Savvas Papagiannidis, Feng Li. 2009. Retail spatial evolution: paving the way from traditional to
metaverse retailing. Electronic Commerce Research 9:1-2, 135-148. [
]
120. Kuan-Ta Chen, P. Huang, Chin-Laung Lei. 2009. Effect of Network Quality on Player Departure Behavior in Online Games.
IEEE Transactions on Parallel and Distributed Systems 20:5, 593-606. [
]
121. 2009. Teaching and Learning. TechTrends 53:3, 30-32. [
]
122. Christian Schmieder. 2009. World of Maskcraft vs. World of Queercraft? Communication, sex and gender in the online role-
playing game World of Warcraft. Journal of Gaming & Virtual Worlds 1:1, 5-21. [
]
123. Christoph Klimmt , Hannah Schmid , Julia Orthmann . 2009. Exploring the Enjoyment of Playing Browser Games.
CyberPsychology & Behavior 12:2, 231-234. [
] [
]
124. Donna L. Hoffman, Thomas P. Novak. 2009. Flow Online: Lessons Learned and Future Prospects. Journal of Interactive
Marketing 23:1, 23-34. [
125. Leonard Reinecke. 2009. Games and Recovery. Journal of Media Psychology: Theories, Methods, and Applications 21:3,
126-142. [
]
126. Paul W. Eastwick, Wendi L. Gardner. 2009. Is it a game? Evidence for social influence in the virtual world. Social Influence
]
127. David Smahel , Lukas Blinka , Ondrej Ledabyl . 2008. Playing MMORPGs: Connections between Addiction and Identifying
with a Character. CyberPsychology & Behavior 11:6, 715-718. [
]
128. De-Lin Sun , Ning Ma , Min Bao , Xang-Chuan Chen , Da-Ren Zhang . 2008. Computer Games: A Double-Edged Sword?.
CyberPsychology & Behavior 11:5, 545-548. [
] [
]
129. Fu-Yun Yu , Chialing Han , Tak-Wai Chan . 2008. Experimental Comparisons of Face-to-Face and Anonymous Real-Time
Team Competition in a Networked Gaming Learning Environment. CyberPsychology & Behavior 11:4, 511-514. [
]
130. Dmitri Williams, Nick Yee, Scott E. Caplan. 2008. Who plays, how much, and why? Debunking the stereotypical gamer
profile. Journal of Computer-Mediated Communication 13:4, 993-1018. [
]
131. Elif Ayiter. 2008. Integrative art education in a metaverse: ground<c>. Technoetic Arts: a Journal of Speculative Research
]
132. Ching-I Teng . 2008. Personality Differences between Online Game Players and Nonplayers in a Student Sample.
CyberPsychology & Behavior 11:2, 232-234. [
] [
]
133. Hsi-Peng Lu, Shu-ming Wang. 2008. The role of Internet addiction in online game loyalty: an exploratory study. Internet
Research 18:5, 499-519. [
]
134. Ruck Thawonmas, Keita Iizuka. 2008. Visualization of Online-Game Players Based on Their Action Behaviors. International
Journal of Computer Games Technology 2008, 1-9. [
135. Tom Baranowski, Richard Buday, Debbe I. Thompson, Janice Baranowski. 2008. Playing for Real. American Journal of
Preventive Medicine 34:1, 74-82.e10. [
]
136. Shih-Ping Jeng, Ching-I Teng. 2008. PERSONALITY AND MOTIVATIONS FOR PLAYING ONLINE GAMES. Social
Behavior and Personality: an international journal 36:8, 1053-1060. [
]
137. Claudia Hienerth, Christina Oehler. 2007. Adgamer: Eine spielertypologie zur unterstützung des marketingpolitischen
instrumentariums. der markt 46:4, 157-167. [
138. Ashley John Craft. 2007. Sin in cyber-eden: understanding the metaphysics and morals of virtual worlds. Ethics and
Information Technology 9:3, 205-217. [
]