Understanding online collectible card game players' motivations: a survey study with two games

S. Türkay, Sonam Adinolf
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引用次数: 8

Abstract

Online collectible card games (OCCGs) are digital, networked contemporaries of collectible card games (CCGs) which combine the collection of trading cards with strategic deck building and competitive gameplay. Despite their popularity and unique mechanics, we know very little about OCCG players, their motivations and play habits. A survey study using the Trojan player typology[11] with 856 players from two popular OCCGs (Hearthstone and Eternal) revealed four main player motivations: immersion seeker, socializer, competition and smarty-pants. Competition and immersion seeking were main motivations to play OCCGs whereas socializing and strategizing (smarty-pants) were the least. These differ from the findings with CCGs where the main motivations were socialization and strategy development. We found Eternal players had higher satisfaction of their autonomy and competence needs than Hearthstone players. These findings contribute to our understanding of why individuals play different types of video games. It also helps game designers to target the needs and motivations of their audience.
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理解在线收集卡牌游戏玩家的动机:基于两款游戏的调查研究
在线收集卡牌游戏(occg)是与收集卡牌游戏(ccg)相结合的数字化网络游戏,它将收集交易卡牌与战略套牌构建和竞争性游戏玩法结合在一起。尽管它们很受欢迎,机制也很独特,但我们对OCCG玩家、他们的动机和游戏习惯却知之甚少。一项针对来自两款流行OCCGs(《炉石传说》和《永恒》)的856名玩家的特洛伊玩家类型调查研究[11]揭示了4种主要玩家动机:沉浸式追求、社交、竞争和自私自利。竞争和寻求沉浸感是玩家玩occg的主要动机,而社交和策略化则是次要动机。这与ccg的研究结果不同,ccg的主要动机是社会化和策略发展。我们发现《永恒》玩家比《炉石传说》玩家对自己的自主性和能力需求有更高的满意度。这些发现有助于我们理解为什么个人玩不同类型的电子游戏。它还能帮助游戏设计师瞄准用户的需求和动机。
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