A Model of Player Motivations
The current data set revealed 10 factors that then neatly factored into 3 overarching factors. We can think of these as subcomponents and main components respectively. Detailed information on the factor analyses is provided on the last page of this article. The 3 main components are presented here with their subcomponents.
The descriptions below emphasize what it means to score high on the subcomponents. Scoring low on these subcomponents is just as revealing. For example, a player who scores low in the Socializing subcomponent would prefer game mechanics that don't force them to interact with others (i.e., character dependencies in EQ - binds, teleports, rezzes). For the sake of brevity, the "flip side" of every subcomponent is not explicitly stated.
To speed up load-times on multi-page articles, comments are now only loaded on the last page of an article.