分析在线玩家并探究他们的偏好和动机:一项在线角色扮演游戏的实证研究

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI:10.1386/jgvw_00044_1
C. Chu, M. Halme, Jani Merikivi, Esko Penttinen
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引用次数: 0

摘要

更好地理解玩家的偏好(游戏邦注:即他们看重游戏中的哪些内容)和动机(游戏邦注:即他们为何玩游戏)将为游戏开发者更好地回应消费者的需求和动机提供线索。本文通过对在线角色扮演背景下的一项实证研究,阐述了这两者之间的关系。在研究中,对玩家偏好的分析揭示了5种玩家类型(游戏邦注:故事情节爱好者、美学爱好者、社交者、成就者和本地故事爱好者),它们共同反映了3种关键的玩家动机(成就相关、社交和沉浸)。在一个关键的发现中,沉浸感成为了一个首要的激励因素,它跨越了所有的集群,并且与其他两个激励因素在本质上有所不同。此外,区分本地和全球故事情节爱好者可能具有重要意义。第三,作者做出了与最佳-最差尺度设计相关的方法论贡献,从而为管理见解提供了信息,并为进一步研究提供了途径。
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Profiling online gamers and probing their preferences and motivations: An empirical study of an online role-playing game
Greater understanding of gamers’ preferences (what it is in the game that they value) and motivations (why they play the game) provides cues for game developers’ better response to consumer desires and drives. Complementing insights from literature that identifies a wide variety of antecedents to both preferences and motivations, the article addresses the relationship between the two by reporting on an empirical study in the context of online role-playing. In the study, analysis of gamer preferences revealed five gamer clusters (storyline-lovers, aesthetics-lovers, socializers, achievers and local-story-lovers), which together reflect three key gamer motivations (achievement related, social and immersion based). In a key finding, immersion emerged as an overarching motivator, spanning all the clusters and different in nature from the other two motivating factors. Also, distinguishing between local- and global-storyline-lovers may have important implications. Thirdly, the authors make a methodological contribution connected with the design of best–worst scaling, thereby informing managerial insights and providing avenues for further research.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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