Tag Archive for 2014

Passion and Motivation in MMORPGs

Fuster, Chamarro, Carbonell, and Vallerand investigate the relationship between passion and motivation. They note that it is unclear how passion affects MMORPG(massively multiplayer online role-playing games) players motivations. In their study “results indicated that passionate gamers were interesting in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership, and prestige but little interest in escape from reality”. This study was a questionnaire of 410 MMORPG players. They identify some motivations upon which the study is based. “Demetrovics et al. [2011] identified seven motivations: social, escape, competition, coping, skill development, fantasy and recreation. These dimensions overlap with those found by Yee. A subsequent study by Fuster et al. identified four interpersonal and interpersonal motives: socialization, exploration, achievement, and dissociation”.

Fuster et al. (2014) use the Duelistic model of Passion, which identifies harmonious passion (HP) and obsessive passion (OP). Responses were sort by posting on MMORPG community forums. There was a low response rate among women (20 females, 410 males), so these responses were removed. With women now representing almost 50% of the gaming market it means these results and conclusion really need to be carefully considered and generalized. The following games were listed as the most popular:

  • World of Warcraft – 32%
  • Lord of the Rings Online – 22%
  • Rift – 16.6%
  • EVE Online – 11.5%
  • Aion – 5.1%
  • DC Universe Online – 4.1%

In their findings, “These results suggest that both constructs- motivation and passion- can be integrated into an explanatory model of gaming behaviour, in which HP and OP guide the various motivations experienced while playing online gaming”. These findings align with Wang et al.’s (2008) social interactions within guilds, Shen & Williams ideas on socialization, and confirms the duelistic model of passion as in Stoeber et al.(2010) and Wang & Chu (2007). The author also admits the limitations of the study, noting the need for coss-sectional study and the examination of OP and addictive behaviours. While this particular study isn’t that useful since in completely omits female data, it is still useful. It does prove correlation between Passion and motivation when linked to MMORPGs. It has also provided some additional material to examine (listed below).

 

Further Reading

Boyle EA, Connolly TM, Hainy T, et al. Engagement in digital entertainment games: a systematic review. Computers in Human Behaviour 2012; 28:771-780

Demetrovics Z, Urdan R, Nagygyorgy K, et al. Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behaviour Research Methods. 2011; 43:814-825.

Ducheneaut N, Yee N. (2008) Collective Solitude and social networks in World of Warcraft. In Romm-Livermore C, Setzekorn S, eds. Social networking communities and e-dating services: concepts and implications. New York: Information Science Reference, pp. 78-100.

Graham KT, Gosling SD. Personality profiles associated with different motivations for playing World of Warcraft. Cyberpsycology, Behaviour, & Social Networking; 2013; 16:1-5.

Van Gee I. (2012) MMOData Charts version 3.3. www.mmodata.net Meredith A, Hussain Z, Griffiths M. Online gaming: a scoping study of massively multi-player online role-playing games. Electronic Commerce Research 2009; 9:3-26.

Yee N. The demographics, motivations, and derived experiences of users of massively-multiplayer online graphical environments. Presence: Teleoperators & Visual Environments. 2006; 15:309-329.

Stoeber J, Harvey M, Ward JA, et al. Passion, craving and affect in online gaming: predicting how gamers feel when playing and when preventing from playing. Personality & Individual Differences 2011; 5:991-995.

Shen C, Wiliams D. Unpacking time online: connecting Internet and massively multiplayer online game use with psychosocial well-being. Communication Research 2012; 38:123-149.

 

References

Fuster, H., Chamarro, A., Carbonell, X., & Vallerand, R. J. (2014). Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games. Cyberpsychology, Behavior, and Social Networking.

Gamification, Games-based learning, and Serious games

In Gamification, Games-based Learning, and Serious Games – Any difference? Bhasin argues that there is no difference between the three. Suggesting that “gamification, games-based learning, and serious games are effectively the same thing, because in a corporate environment, all learning relates to strategic objectives and has serious purpose”. Bhasin then attributes this to the rise in popularity of games, and attributes the following to its traction:

  • Marketplaces forces
  • The connection between games and learning in children (noting “brain scientists the world over agree that the games’ challenge-achievement-reward loop promotes the production of dopamine in the brain, reinforcing our desire to play”)
  • Rising interest among adults in games (reports on statistics about gamer demographics)

Bhasin then moves on to discuss the design of gamification. He opens with “it is the mechanics of the game – not the theme – that make it fun (Zichermann and cunningham)” However from experience in the boardgames community theme can be the deciding factor in engagement with the game, and it is well noted that pasted-on themes provide for a less engaging experience.

After discussing the best use of leaderboards he outlines some other gamification elements that could be used. The focus on leaderboards and competition shows the authors hasn’t really considered the benefits on other elements in a meaningful way. The other game mechanics listed include, pattern recognition, collecting, surprise and unexpected delight, organizing and creating order, gifting, recognition of achievements, leading others, being the hero, and gaining status.

by the end of the post I feel like Bhasin has just cherry-picked some of Brenda Enders work to focus on. Further investigation of Brenda Enders work (noted as “Gamification, Games and Learning: What Managers and Practitioners Need to Know”, 2013). When discussing interactivity and feedback Bhasin focuses on Enders best practice for challenges. He then expands on this with James Paul Gee’s ideas on risk taking, challenges and consolidation, story telling and briefly touches on motivation. Then finishes off the the SAPS model of rewards (Status, Access, Power, Stuff).

 

References
Bhasin, K., (2014) Gamification, Games-based Learning, and Serious Games – Any difference?, Learning Solutions Magazine. 27th January, 2014. http://www.learningsolutionsmag.com/articles/1337/gamification-game-based-learning-serious-games-any-difference. Accessed 16/04/2014.