For other researchers who are looking for published material relevant to MMOs that they can cite, here is a list of my journal articles and conference papers that I will keep updated. I will provide brief summaries for each to make it easier to pick out what is relevant for you. The digital copies of these papers are also provided for easy access. All articles here, except for the book chapter at the end, are peer-reviewed publications.
Yee, N (2007). Motivations for Play in Online Games. CyberPsychology and Behavior, 9, 772-775. (pdf)
This is the more recent 10 component model of player motivations. An earlier 5 factor model is presented in the Presence (2006) paper.
Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329. (pdf)
This is a three-part paper that has much of the earlier demographic and usage data. If you need a paper for age, gender, and usage breakdown of users, this is the most relevant paper of mine to cite.
Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2006). "Alone Together? Exploring the Social Dynamics of Massively Multiplayer Games." In conference proceedings on human factors in computing systems CHI 2006, pp.407-416. April 22-27, Montreal, PQ, Canada. (pdf)
This was the CHI 2006 paper that came out from my research at PARC with my colleagues there. In this paper, we argue that the “social” nature of MMOs may have been over-estimated. We present analysis of longitudinal data of groups and guilds to suggest that many players enjoy the “alone together” aspect of MMOs.
Yee, N., Bailenson, J.N., Urbanek, M., Chang, F., Merget, D. (in press). The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments. The Journal of CyberPsychology and Behavior. (pdf)
In real life, our social interactions are guided by well-known psychological rules. For example, when people get too close to us, we avert our gaze to lower the intimacy (i.e., the elevator effect). But do these rules transfer into virtual worlds? In this paper, we collected data from Second Life to answer this question.
Yee, N. (2006). The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. Games and Culture , 1, 68-71. (pdf)
A short paper on how complex play can be in MMOs and talking more broadly about the intersection of work and play in virtual worlds.
Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. (pp. 187-207) London: Springer-Verlag. (pdf)
A book chapter that provides an overview of MMOs with an emphasis on relationships and motivations, but with a broader focus and provides more narrative data than the Presence (2006) paper.
The following is an essay that has just appeared in the founding issue of the journal, Games and Culture. It is an essay on the blurring boundaries of work and play in online games. The final manuscript version is linked below:
Citation:
Yee, N. (2006). The labor of fun: How video games blur the boundaries of work and play. Games and Culture, 1, 68-71.
The following article has been accepted by the journal Presence and will be published sometime in the middle of 2006, but feel free to start citing it. It's written in APA format (more stats oriented and with a more social psych framing). The correct citation should be:
Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329.
Download the Final Manuscript
So I'm finally getting something published in print form. This upcoming book chapter should appear around first quarter of next year, although you should feel free to cite it. The citation for the upcoming book chapter should be:
Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag.
Download Book Chapter Final Draft (pdf)