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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

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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

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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 (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, < 0.001), while female
players scored significantly higher than male play-
ers on the relationship subcomponent (t[3035] =

14.31, < 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, < 0.001). The escapism

component emerged as the best predictor (=
0.31,  < 0.001), followed by hours played per
week (= 0.30, < 0.001) and the advancement
component (= 0.17, < 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-
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Available at: www.brandeis.edu/pubs/jove/
HTML/v1/bartle.html. Accessed September 13, 2006.

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YEE

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4. Young, K. (1998). Internet addiction: the emergence

of a new clinical disorder. CyberPsychology & Behavior
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5. Bean, A. (2006). The internet’s dangerous power.

Washington Square News. Retrieved April 11th,
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6. Kershaw, S. (2005). Hooked on the web: Help is on

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=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

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