Publication | Closed Access
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
1.3K
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53
References
2006
Year
Online EnvironmentsEngineeringOnline GamingCommunicationPsychologyComputational Social ScienceSocial MediaOnline CommunityVirtual RealityFactor ModelUser Motivations—achievementRole-playing GamesOnline GamesGamificationGame StudiesUser-generated ContentUser ExperienceLocal Game CultureMotivationGame StudyCollaborative Virtual EnvironmentDerived ExperiencesPerformance StudiesMedia DesignVirtual WorldsSocial ComputingInteractive MarketingVideo Game StudiesHuman-computer InteractionVirtual CommunityArtsGame Industry StudiesPlayer Experience
MMORPGs are not merely a pastime for teenagers but a valuable research venue where millions of users interact and collaborate using real‑time 3D avatars daily. An online survey of 30,000 MMORPG users over three years collected data on demographics, motivations, and derived experiences. The study found that MMORPGs attract a broad age range (mean age 26.57, 11–68) with high engagement (22 hrs/week), a five‑factor motivation model (Achievement, Relationship, Immersion, Escapism, Manipulation), gender differences in motivation, and that users gain meaningful relationships, emotional experiences, and real‑life leadership skills.
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users' demographics, motivations, and derived experiences. Not only do MMORPGs appeal to a broad age range (M age = 26.57, range = 11–68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = −.04). An exploratory factor analysis revealed a five factor model of user motivations—Achievement, Relationship, Immersion, Escapism, and Manipulation—illustrating the multifaceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.
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