![]() |
![]() |
![]() |
|||
A Model of Player MotivationsThe current data set revealed 10 factors that then neatly factored into 3 overarching factors. We can think of these as subcomponents and main components respectively. Detailed information on the factor analyses is provided on the last page of this article. The 3 main components are presented here with their subcomponents. ![]() The descriptions below emphasize what it means to score high on the subcomponents. Scoring low on these subcomponents is just as revealing. For example, a player who scores low in the Socializing subcomponent would prefer game mechanics that don't force them to interact with others (i.e., character dependencies in EQ - binds, teleports, rezzes). For the sake of brevity, the "flip side" of every subcomponent is not explicitly stated.
To speed up load-times on multi-page articles, comments are now only loaded on the last page of an article.
|
|||||
![]() |
![]() |
![]() |