Motivations for play in computer role-playing games

Anders Tychsen*, Michael Hitchens, Thea Brolund

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review

32 Citations (Scopus)

Abstract

In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located, with mechanistic/tactical play and character-based/social play being the two overall motivational factors.

Original languageEnglish
Title of host publicationFuture Play '08 Proceedings of the 2008 Conference on Future Play
Subtitle of host publicationResearch, Play, Share
EditorsBill Kapralos, Mike Katchbaw, Jay Rajnovich
Place of PublicationNew York
PublisherAssociation for Computing Machinery (ACM)
Pages57-64
Number of pages8
ISBN (Print)9781605582184
DOIs
Publication statusPublished - 2008
Event2008 Conference on Future Play: Research, Play, Share, Future Play 2008 - Toronto, ON, Canada
Duration: 3 Nov 20085 Nov 2008

Other

Other2008 Conference on Future Play: Research, Play, Share, Future Play 2008
Country/TerritoryCanada
CityToronto, ON
Period3/11/085/11/08

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