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The Gamer Motivation Profile: What We Learned From 250,000 Gamers

Published: 15 October 2016 Publication History

Abstract

Gamers are not a monolithic group; gaming preferences and motivations vary among gamers in important ways. An empirical model of gaming motivations allows developers and researchers to create more effective and engaging experiences for entertainment and serious games. We developed an online app and used an iterative process to create the Gamer Motivation Profile. Using survey data from over 250,000 gamers worldwide, we used factor analysis to develop an empirical framework of gaming motivations and a validated tool to measure those motivations.
We identified 6 clusters of gaming motivations: Action (Excitement & Destruction), Social (Collaboration & Competition), Mastery (Strategy & Challenge), Achievement (Power & Completion), Creativity (Design & Discovery), and Immersion (Story & Fantasy).
In this talk, we'll first describe the motivations we identified, present findings on the higher-order relationships among these motivations, how they vary by gender and age, and how they are related to the Big 5 personality traits.
Respondents to the Gamer Motivation Profile also listed specific games they've enjoyed playing. In the second part of the talk, we'll present case studies of how we have applied this game audience data within the game industry to provide actionable insights for game marketing and production.

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  • (2025)Access Versus Exclusivity in the Digital Creative and Cultural LandscapeNavigating the Paradoxes of Digital Transformation in the Creative and Cultural Industries10.1007/978-3-031-77473-7_3(23-52)Online publication date: 22-Jan-2025
  • (2024)El desarrollo de la narrativa online en videojuegosThe development of online narrative in video gamesVISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual10.62161/revvisual.v16.538716:7(157-167)Online publication date: 19-Nov-2024
  • (2024)A CASE STUDY ON LAW AND HEALTH WITH SPECIAL REFERENCE TO INTERNET GAMING DISORDERShodhKosh: Journal of Visual and Performing Arts10.29121/shodhkosh.v5.i2.2024.29705:2Online publication date: 29-Feb-2024
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  1. The Gamer Motivation Profile: What We Learned From 250,000 Gamers

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    cover image ACM Conferences
    CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
    October 2016
    424 pages
    ISBN:9781450344562
    DOI:10.1145/2967934
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 October 2016

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    Author Tags

    1. factor analysis
    2. gaming motivations
    3. quantitative methods

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    • Invited-talk

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    CHI PLAY '16
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    Acceptance Rates

    CHI PLAY '16 Paper Acceptance Rate 36 of 124 submissions, 29%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    Cited By

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    • (2025)Access Versus Exclusivity in the Digital Creative and Cultural LandscapeNavigating the Paradoxes of Digital Transformation in the Creative and Cultural Industries10.1007/978-3-031-77473-7_3(23-52)Online publication date: 22-Jan-2025
    • (2024)El desarrollo de la narrativa online en videojuegosThe development of online narrative in video gamesVISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual10.62161/revvisual.v16.538716:7(157-167)Online publication date: 19-Nov-2024
    • (2024)A CASE STUDY ON LAW AND HEALTH WITH SPECIAL REFERENCE TO INTERNET GAMING DISORDERShodhKosh: Journal of Visual and Performing Arts10.29121/shodhkosh.v5.i2.2024.29705:2Online publication date: 29-Feb-2024
    • (2024)Games and Play SIG: Connecting Games Research to the Broader HCI ContextExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3643986(1-6)Online publication date: 11-May-2024
    • (2024)Digital interventions to support morality: A scoping reviewBritish Journal of Educational Psychology10.1111/bjep.1270694:4(1072-1090)Online publication date: 27-Jun-2024
    • (2024)A Modular Serious Game Development Framework for Virtual Laboratory CoursesIEEE Transactions on Learning Technologies10.1109/TLT.2024.334957917(966-981)Online publication date: 2024
    • (2024)Applying a synergistic mindsets intervention to an esports contextRoyal Society Open Science10.1098/rsos.24069111:6Online publication date: 26-Jun-2024
    • (2024)Increasing maritime cybersecurity awareness through game-based learningJournal of Physics: Conference Series10.1088/1742-6596/2867/1/0120502867:1(012050)Online publication date: 1-Oct-2024
    • (2024)Assessing the impact of griefing in MMORPGs using self-determination theoryComputers in Human Behavior10.1016/j.chb.2024.108388161:COnline publication date: 18-Nov-2024
    • (2024)Developing a framework for heterotopias as discursive playgrounds: a comparative analysis of non-immersive and immersive technologiesVirtual Reality10.1007/s10055-023-00905-w28:1Online publication date: 13-Jan-2024
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