The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
Abstract
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users' demographics, motivations, and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage = 26.57, range = 11–68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = −.04). An exploratory factor analysis revealed a five factor model of user motivations—Achievement, Relationship, Immersion, Escapism, and Manipulation—illustrating the multifaceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.
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Digital role-playing games are an exception to the tendency of postgame reports to be diegesis-based; most actions are stated as originating because of meta-level concerns.
“Digital role-playing games are an exception to this rule.They are often directly opposite to it, in fact: most actions are stated as originating because of meta-level concerns (see Yee 2006 for details).”
From A Hermeneutical Approach to Role-Playing Analysis (2008) · cites this paper as Yee 2006
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- Authors
- Yee, N.
- Affiliations
- Stanford University (US)
- Corresponding author
- Yee, Nick
- Venue
- Presence: Teleoperators and Virtual Environments
- Publisher
- MIT Press - Journals
- Published
- 2006-06-01
- Volume
- 15
- Issue
- 3
- Pages
- 309-329
- ISSN
- 1054-7460 (ISSN-L)
- OpenAlex
- W2106388603
- Cited by
- 1,276
- References
- 1
- Citations by year
- 2026: 20 · 2025: 45 · 2024: 44 · 2023: 45 · 2022: 53 · 2021: 58 · 2020: 56 · 2019: 57 · 2018: 64 · 2017: 73 · 2016: 63 · 2015: 77 · 2014: 113 · 2013: 99 · 2012: 72
- FWCI
- 189.22
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- PRESENCE Virtual and Augmented Reality (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- MMORPG, user motivation, demographics, gender differences, achievement motivation, relationship motivation, immersion, escapism, manipulation, emotional experience, online relationships, leadership skills, 3D avatars, online games
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