In no particular order:
Relationship: This factor measures
the desire to develop meaningful relationships with other
players in the game - usually in the form of a supportive
friendship. Players who score high on this factor usually
make good friends online, and tend to have meaningful conversations
with their online friends, which usually involves talking
about real-life personal issues. In times of need, these players
can usually count on their online friends for emotional support.
These players also tend to feel that they have learned things
about themselves from playing the game, as well as gaining
a better understanding of real-life group dynamics.
Immersion: This factor measures the
desire to become immersed in a make-believe construct. Players
who score high on this factor enjoy being immersed in a fantasy
world they can wander and explore. They tend to role-play
their characters, and use their characters to try out new
personalities and roles. They enjoy being in the company of
other role-players. They also appreciate the sense of being
part of an ongoing story, and oftentimes will think up a personal
history and story for their characters.
Grief: This factor measures the desire
to objectify and use other players for one's own gains. Their
means may be both outward or subtle. On the outward side,
they may enjoy dominating other players by killing them on
the battlefield, or by taunting and annoying them. On the
more subtle side, they may enjoy manipulating other players
for their own gains, such as deceiving other players through
clever scams, or begging for money and items. In either case,
the satisfaction comes from some form of manipulation of other
players for personal gain.
Achievement: This factor measures the
desire to become powerful within the construct of a game.
Players who score high on this factor try to reach the goals
as defined by the game. They try very hard to accumulate rewards.
For example, they try to optimize their XP gain to reach the
next level as quickly as possible. Or they may try to accumulate
as much high-level gear as possible. Or they enjoy doing massive
amounts of damage to mobs. The underlying theme is a desire
to get bigger numbers. But the satisfaction comes from feeling
Leadership: This factor measures
the gregariousness and assertiveness of the player. Players
who score high on this factor prefer to group rather than
solo. They are often assertive individuals and usually drift
to leadership positions when in a group. Because a group led
by an indecisive leader often gets fragmented, the assertiveness
of these players probably allows them to be effective group
leaders in the game.