Current Issue: Vol. 7-1 (03/09/2009)
 
 

 

 

Subscribe to the mailing list to receive notification of new surveys and articles.


[more info / unsubscribe]
 

DRAVEN: HOSTILE ARSENAL`Crusade GUARDIANS PierceTheVeins Fenris Mastermind Vengeance LEGION ELITE Imperial SUPERIOR Descendants REVENGE AllStars CONQUEROR CONQUEST Renegades Celestial Beings Enrage ... [go]

Ashraf Ahmed : real-world context can be inserted into a virtual world, effectively turning the virtual world into a forum for real-world contexts. ... [go]

Roflmaodoodoodadoodoo: I didn't get it from the generator, but I saw it in Arathi Basin and thought it was the best ... [go]

Keesha: In awe of that aneswr! Really cool! ... [go]

Bobbo: This does look promising. I'll keep cmoing back for more. ... [go]

 

 


L10 Web Stats Reporter 3.15 LevelTen Hit Counter - Free Web Counters
LevelTen Web Design Company - Website, Flash & Graphic Designers
 
 

A Model of Player Motivations


In his book, Designing Virtual Worlds (2004), Bartle critiqued an earlier model of player motivations also derived from factor analyses. Here I present and respond to some of those critiques.
1) The motivations suggested by the survey are implicit in the questions. While that is true, the survey doesn't implicitly presume a grouping of statements and that was the more important goal of the survey - to understand what statements did correlate to form a "subcomponent" rather than simply assuming such. For example, we found that socializing and role-playing are independent constructs.

2) Brainstorming motivations is as subjective as brainstorming player types. The important difference though is that the brainstormed motivations are then empirically tested to find validated constructs. The data showing discrepancies with Bartle's original Types illustrate how player motivations can't simply be brainstormed. They must be tested.

3) The labeling of the facets is not provided by the factor analysis. Nor are the labels of the Player Types inherent in any way. The Player Type labels suffer from the more serious problem of labeling a cluster of motivations that are not really correlated.

4) Some of the facets overlap, but some don't. And the only way we can know this is by having a validated tool for assessment and then observing the underlying correlations. And in fact, the Player Types also overlap, but this was not apparent until we had a way of measuring those motivations. More importantly, the current model of 3 main components is largely uncorrelated with each other (all around r = .10).

 
>> [Next Page]



To speed up load-times on multi-page articles, comments are now only loaded on the last page of an article.
 

Tribal design by snoopydoo. Crusader graphic by Gravity. All other materials available at The Daedalus Project are copyright 2003-2006 by Nick Yee.