Hostname: page-component-74656f9884-2dmjx Total loading time: 0 Render date: 2026-11-06T23:14:59.125Z Has data issue: false hasContentIssue false

Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games

Published online by Cambridge University Press:  01 July 2013

Héctor Fuster
Affiliation:
Universidad Ramon Llull (Spain)
Xavier Carbonell*
Affiliation:
Universidad Ramon Llull (Spain)
Andrés Chamarro
Affiliation:
Universidad Autónoma de Barcelona (Spain)
Ursula Oberst
Affiliation:
Universidad Ramon Llull (Spain)
*
*Correspondence concerning this article should be addressed to Xavier Carbonell. Universidad Ramon Llull. Facultat de Psicologia, Ciències de l’Educació i de l’Esport Blanquerna. Císter, 34. 08022 Barcelona (Spain). E-mail: xaviercs@blanquerna.url.edu
Rights & Permissions [Opens in a new window]

Abstract

Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game’s possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

Information

Type
Research Article
Copyright
Copyright © Universidad Complutense de Madrid and Colegio Oficial de Psicólogos de Madrid 2013 
Figure 0

Table 1. Age, length of time playing, and hours spent playing at the weekend by MMORPG

Figure 1

Table 2. Age, length of time playing and hours spent playing per week, by type of server

Figure 2

Table 3. Contingency table for type of server and MMORPG

Figure 3

Table 4. Descriptive statistics and Cronbach alpha values for scales of the MMO-MS