Selected highlights from the MOTIVATIONS tag (scroll down to see the full list of entries with this tag, including links to the entries)
Females were only 10% of the player demographic although they spent more time playing and played more characters than their male counterparts (Williams, 2009).
Bijvank, Marije, Konijn, Elly, and Bushman, Brad (2007)
International Communication Association Conference, San Francisco,
Synopsis:
397 boys of varying education levels were surveyed to examine what characteristics distinguish various player-types.
Keywords:
academia, conference, survey, motivations, player types, aggression, middle school, high school, violence, what men want, what women want, values at play, academic achievement
Full Text: Yes | Abstract: Yes | Highlights: Yes
Brandt, Michelle (2005)
Stanford Report, November 9, 2005.
Synopsis:
20 healthy adults (10 men and 10 women) viewed 70 black-and-white cartoons and then rated the cartoons on a 1-to-10 “funniness scale.” During the screenings, functional magnetic resonance imaging was used to monitor participants’ brain function.
Keywords:
journal, report, brain research, humor, motivations
Full Text: Yes | Abstract: Yes | Highlights: Yes
Cantrell, Tania (2006)
International Communication Association Conference, Germany (http://www.allacademic.com/meta/p93165_index.html)
Synopsis:
Exploratory qualitative analysis employs a uses and gratifications approach to understand how and why women play shooter video games.
Keywords:
conference, first person shooter, gaming social context, co play, play style, motivations
Full Text: Yes | Abstract: Yes | Highlights: Yes
Colwell, J., Grady, C., and Rhaki, S. (1995)
Journal of Community and Applied Social Psychology, Vol 5, pp 195-206
Synopsis:
120 adolescents were surveyed about gratification of needs and self-esteem and computer.
Keywords:
survey, academia, high school, motivations, gaming social context
Full Text: No | Abstract: Yes | Highlights: Yes
Dawson, C. R., A. Cragg, Taylor, C. and Toombs, B. (2007)
British Board of Film Classification (BBFC)
Synopsis:
An extensive, large qualitative study of British players between the ages of 7 and 40, including interviews and discussion groups with players, parents, professionals, and journalists examines gender differences related to what gamers like and patterns of use.
Keywords:
case study, report, England, game genres, casual games, Gaming Social Context, Player types, Motivations, what women want
Full Text: Yes | Abstract: Yes | Highlights: Yes
Fullerton, Tracy, Fron, Janine and Pearce, Celia (2008)
The Fibreculture Journal, issue 11
Synopsis:
Proposes a “new poetics” of game space in which game design is more egalitarian and games themselves draw on a wider range of spatial and cognitive models.
Keywords:
academia, journal article, MMO, player types, motivations, pink games, what women want, game design, competition, storytelling, empowerment, femininity, the Sims
Full Text: Yes | Abstract: Yes | Highlights: Yes
Hartmann, T. (2003)
DIGRA, Netherlands, http://www.gamesconference.org/digra2003/2003/index.php?Abstracts/Hartmann
Synopsis:
Online survey (n=795) addresses what types of individuals are attracted to competitive gaming.
Keywords:
conference, competition, motivations
Full Text: Yes | Abstract: Yes | Highlights: Yes
Heeter, Carrie (2009)
Handbook of Research on Effective Electronic Gaming in Education
Synopsis:
Two studies explore the various player types found in commercial MMOs and educational games. Study 1 examined the impact of different in-game reward schemas on player types and Study 2 compared classroom play with one child per computer versus paired play of the same educational game.
Keywords:
book, chapter, educational games, MMO, player types, learning, learning process, motivation, co play
Full Text: Yes | Abstract: Yes
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., Reiss, A. L. (2008)
Journal of Psychiatric Research, Mar;42(4):253-8
Synopsis:
A neurological study of the mesocorticolimbic system of both male and female brains compares difference in activation during game play.
Keywords:
brain research, journal, motivations
Full Text: Yes | Abstract: Yes | Highlights: Yes
Hoeft, Fumiko, Christa L. Watson, Shelli R. Kesler, Keith E. Bettinger and Allan L. Reiss (2008)
Journal of Psychiatric Research
Synopsis:
22 young adults (11 men and 11 women) played numerous 24-second intervals of a game while a functional magnetic resonance imaging, or fMRI, machine measured which parts of their brains were active during game play.
Keywords:
journal, brain research, motivations, survey,
Full Text: Yes | Abstract: Yes | Highlights: Yes
Lazzaro, Nicole (2008)
in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press, 2008
Synopsis:
A field study of 30 adults observed for a composite total of 45 hours playing favorite games, including video recordings of what players said and did and verbal and non-verbal emotional cues during play.
Keywords:
book, chapter, what women want, what men want, case study, gaming culture, gaming social context, gender inclusive, player types, motivations, player demographics
Full Text: Yes | Abstract: Yes | Highlights: Yes
Lazzaro, Nicole (2005)
http://www.xeodesign.com/xeodesign_dinerdashcasestdy500n031405.pdf
Synopsis:
A case Study of the game “Diner Dash” analyzing the game’s emotional appeal for players.
Keywords:
Blog, Diner Dash, casual games, motivations,
Full Text: Yes | Abstract: Yes | Highlights: Yes
Morlock, H., Yando, T., Nigolean, K. (1985)
Psychological Reports, 57, 247-250, http://ammonsscientific.com/link.php?N=18838
Synopsis:
Analyzes a survey of 44 male and 73 female college freshmen about their video game play.
Keywords:
journal, psychology, competition, motivations,
Full Text: Yes | Abstract: Yes | Highlights: Yes
Osborne, Tamsin (2008)
BBC News, December 23
Synopsis:
Examines gender differences in more than 2,400 EverQuest II players, using survey and in-game data from Sony Online Entertainment.
Keywords:
academia, industry, survey, play data, media-press, player demographics, genre MMO, gaming social context, motivations, sexuality
Full Text: Yes | Abstract: Yes | Highlights: Yes
PopCap Games (2010)
http://www.infosolutionsgroup.com/2010_PopCap_Social_Gaming_Research_Results.pdf
Synopsis:
PopCap Games survey of 1,202 US and UK internet users who play social games at least once a week
Keywords:
industry, genre_casual, co_play,casual games
Full Text: Yes | Abstract: Yes
Popcap Games Press Release (2006)
http://www.popcap.com/press/release.php?pid=207
Synopsis:
Survey of 2,100 respondents from among PopCap’s customer base about when, where and why they turn to Casual Games.
Keywords:
casual games, motivations, player demographics
Full Text: Yes | Abstract: Yes | Highlights: Yes
Ray, Sheri Graner (2003)
Hingham, MA: Charles River Media
Synopsis:
Chapters explore aspects of computer gaming, e.g. the differences in reward systems, game play preferences, and avatar selection criteria, and how these issues all apply to game design and designing games to appeal to women.
Keywords:
book, game design, gender inclusive, avatars, motivations, what women want
Full Text: Yes | Abstract: Yes | Highlights: Yes
Reinhard, Carrie Lynn Desira and Dervin, Brenda (2007)
International Communication Association Conference, San Francisco
Synopsis:
A study of 320 university students measured game playing gratifications and feature preferences of male and female players for 3 game playing situations: playing a game they liked, one they disliked, and one they desired.
Keywords:
case study, academia, motivations, player types, what men want, what women want, competition, cooperation, conference
Full Text: No | Abstract: Yes | Highlights: Yes
Samyn, Michaël (2007)
http://tale-of-tales.com/
Synopsis:
Transcript of email interview with Celia Pearce about her design process and research on MMO games.
Keywords:
interview, MMO, game design, motivations
Full Text: Yes | Abstract: Yes
Van Der Molen, Juliette and Jongbloed, Wieteke (2007)
International Communication Association Conference, San Francisco
Synopsis:
Survey of 343 fourth through sixth graders’ uses, gratifications, and opinions related to free online games as well as gender differences within this gameplay.
Keywords:
conference, motivations, online games, casual games, middle school
Full Text: No | Abstract: Yes
Vosmeer, Mirjam, Jansz, Jeroen, and van Zoonen, Liesbet (2007)
International Communication Association Conference, San Francisco
Synopsis:
A study of female players of The Sims and The Sims 2 between the ages of 17 and 59, through 23 face-to-face interviews and 34 email interviews.
Keywords:
conference, article, The Sims, The Sims 2, motivations, what women want, computer skills, internet use, media literacy
Full Text: No | Abstract: Yes | Highlights: Yes
Williams, Dimitri, Mia Consalvo, Scott Caplan, and Nick Yee (2009)
Journal of Communication
Synopsis:
A survey of 7,129 Everquest II players is combined with in-game observations to examine gender differences in play motivations and lifestyle.
Keywords:
academia, journal, survey, gender theories, gender identity, motivations, gaming social context, genre MMO, sexuality, aggression
Full Text: Yes | Abstract: Yes | Highlights: Yes
Yee, Nicholas (2006)
In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag
Synopsis:
Online surveys about the mental processes of MMO players were conducted between the years 2000 and 2003 with 30,000 MMO players by linking from web portals that catered to MMO players from the more popular game series.
Keywords:
Book, chapter, psychology, motivations, MMO, addiction, avatars, survey, player demographics
Full Text: Yes | Abstract: Yes | Highlights: Yes
Yee, Nicholas (2006)
Presence: Teleoperators and Virtual Environments, 15, 309-329.
Synopsis:
Online surveys were conducted with30,000 online MMO players over a three year period to explore player demographics, motivations, and derived experiences.
Keywords:
journal, survey, MMO, player demographics, motivations,
Full Text: Yes | Abstract: Yes | Highlights: Yes