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Motivations for play in computer role-playing games
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Source Future Play archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share table of contents
Toronto, Ontario, Canada
SESSION: Psychology and sociology in games table of contents
Pages 57-64  
Year of Publication: 2008
ISBN:978-1-60558-218-4
Authors
Anders Tychsen  IT University of Copenhagen, Copenhagen S, Denmark
Michael Hitchens  Macquarie University, North Ryde NSW, Australia
Thea Brolund  University of Technology Sydney, Sydney, Australia
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Anders Tychsen: colleagues
Michael Hitchens: colleagues
Thea Brolund: colleagues