Cited by 1,276Digital Games and MediaEducational Games and GamificationVirtual Reality Applications and Impacts

The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments

Yee, Nick·2006·Presence: Teleoperators and Virtual 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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Crossref · 10.1162/pres.15.3.309

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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
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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