Motivations for play in computer role-playing games

Anders Tychsen*, Michael Hitchens, Thea Brolund

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Abstract

In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located, with mechanistic/tactical play and character-based/social play being the two overall motivational factors.

Original languageEnglish
Title of host publicationACM Future Play 2008 International Academic Conference on the Future of Game Design and Technology, Future Play: Research, Play, Share
Number of pages8
Publication date1. Dec 2008
Pages57-64
ISBN (Print)9781605582184
DOIs
Publication statusPublished - 1. Dec 2008

Keywords

  • Design
  • Experimentation
  • Human factors
  • Measurement
  • Theory

Cite this

Tychsen, A., Hitchens, M., & Brolund, T. (2008). Motivations for play in computer role-playing games. In ACM Future Play 2008 International Academic Conference on the Future of Game Design and Technology, Future Play: Research, Play, Share (pp. 57-64) https://doi.org/10.1145/1496984.1496995