Current Issue: Vol. 7-1 (03/09/2009)
 
 

 

 

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Brian: I think its funny that they described Horde as "achievement-driven" and Alliance as Role players, haha, I fit they're description ... [go]

GeceSweeroHop: just wanted to say that this site is realy special and I'm happy that i found it I've gotten exposed ... [go]

Desires: Jim.....the reason players were telling othersunder a certain level to quit the BG was because you are a liability to ... [go]

Nicole: Hi Nick, Awesome work, just awesome. I listened to the women in gaming lecture/conference video on itunes today and you ... [go]

Rant: Well I do not know what the fuss is all about when people draw the line of men using female ... [go]

 

 


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A Model of Player Motivations


The Achievement Component:

Advancement: Gamers who score high on this subcomponent derive satisfaction from reaching goals, leveling quickly and accumulating in-game resources such as gold. They enjoy making constant progress and gaining power in the forms offered by the game - combat prowess, social recognition, or financial/industrial superiority. Gamers who score high on this subcomponent are typically drawn to serious, hard-core guilds that can facilitate their advancement.

Mechanics: Gamers who score high on Mechanics derive satisfaction from analyzing and understanding the underlying numerical mechanics of the system. For example, they may be interested in calculating the precise damage difference between dual-wielding one-handed swords vs. using a two-handed sword, or figuring out the resolution order of dodges, misses, and evasions. Their goal in understanding the underlying system is typically to facilitate templating or optimizing a character that excels in a particular domain.

Competition: Gamers who score high on this subcomponent enjoy the rush and experience of competing with other gamers on the battlefield or economy. This includes both fair, constrained challenges - such as dueling or structured PvP/RvR, as well as unprovoked acts - such as scamming or griefing. Gamers who score high on this subcomponent enjoy the power of beating or dominating other players.



 
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Tribal design by snoopydoo. Crusader graphic by Gravity. All other materials available at The Daedalus Project are copyright 2003-2006 by Nick Yee.