实证研究
基础(证据)
社会化媒体
社会心理学
计算机科学
心理学
万维网
数学
地理
统计
考古
出处
期刊:Cyberpsychology & behavior
[Mary Ann Liebert]
日期:2006-12-01
卷期号:9 (6): 772-775
被引量:2736
标识
DOI:10.1089/cpb.2006.9.772
摘要
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.
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