Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3292147.3292216acmotherconferencesArticle/Chapter ViewAbstractPublication PagesozchiConference Proceedingsconference-collections
short-paper

Understanding online collectible card game players' motivations: a survey study with two games

Published: 04 December 2018 Publication History

Abstract

Online collectible card games (OCCGs) are digital, networked contemporaries of collectible card games (CCGs) which combine the collection of trading cards with strategic deck building and competitive gameplay. Despite their popularity and unique mechanics, we know very little about OCCG players, their motivations and play habits. A survey study using the Trojan player typology[11] with 856 players from two popular OCCGs (Hearthstone and Eternal) revealed four main player motivations: immersion seeker, socializer, competition and smarty-pants. Competition and immersion seeking were main motivations to play OCCGs whereas socializing and strategizing (smarty-pants) were the least. These differ from the findings with CCGs where the main motivations were socialization and strategy development. We found Eternal players had higher satisfaction of their autonomy and competence needs than Hearthstone players. These findings contribute to our understanding of why individuals play different types of video games. It also helps game designers to target the needs and motivations of their audience.

References

[1]
Adinolf, S. and Turkay, S. 2011. Collection, creation and community: A discussion on collectible card games. Proceedings of the 7th International Conference on Games + Learning + Society Conference (Pittsburgh, PA, USA, 2011), 3--11.
[2]
Adinolf, S., Turkay, S. and Tirthali, D. 2012. In Torpor, Not Dead: A Look at a Collectible Card Game That Sticks Around. In Proceedings of Games + Learning + Society 8.0 (2012).
[3]
Bartle, R. 1996. Richard A. Bartle: Players Who Suit MUDs. Journal of MUD Research. (1996).
[4]
Blanchard, A.L. 2007. Developing a Sense of Virtual Community Measure. CyberPsychology & Behavior. 10, 6 (Dec. 2007), 827--830.
[5]
Blizzard Inc. 2018. Hearthstone. Blizzard Inc.
[6]
Blizzard Inc. 2018. Hearthstone Championship Tour 2018--2019.
[7]
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., Reindl, A., Ágoston, C., Kertész, A. and Harmath, E. 2011. Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods. 43, 3 (Sep. 2011), 814--825.
[8]
Dire Wolf 2018. Eternal. Dire Wolf Digital.
[9]
Groskopf, J. 2016. Hoarding and community in Star Wars Card Trader. Transformative Works and Cultures. 22, 0 (Sep. 2016).
[10]
Johansson, S.J. 2009. What makes online collectible card games fun to play? DiGRA Conference (2009).
[11]
Kahn, A.S., Shen, C., Lu, L., Ratan, R.A., Coary, S., Hou, J., Meng, J., Osborn, J. and Williams, D. 2015. The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior. 49, (Aug. 2015), 354--361.
[12]
Kim, K., Schmierbach, M.G., Bellur, S. (Saras), Chung, M.-Y., Fraustino, J.D., Dardis, F. and Ahern, L. 2015. Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment. Computers in Human Behavior. 48, (Jul. 2015), 695--705.
[13]
Konami 2018. Yu-Gi-Oh! Trading Card Game. Konami.
[14]
Lafrenière, M.-A.K., Verner-Filion, J. and Vallerand, R.J. 2012. Development and validation of the Gaming Motivation Scale (GAMS). Personality and Individual Differences. 53, 7 (Nov. 2012), 827--831.
[15]
Lazarides, T. 2015. Collectible Card Games Are Becoming The Most Dominant Genre On Mobile, And "Hearthstone" is Leading the Way. TouchArcade.
[16]
Magic: The Gathering: https://magic.wizards.com/en. Accessed: 2017-10-11.
[17]
Makuch, E. 2018. Activision Blizzard Made $4 Billion On Microtransactions Last Year. GameSpot.
[18]
Ryan, R.M. and Deci, E.L. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist. 55, 1 (Jan. 2000), 68--78.
[19]
Ryan, R.M., Rigby, C.S. and Przybylski, A. 2006. The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion. 30, 4 (Nov. 2006), 344--360.
[20]
Tassi, P. 2017. My $1,800 "Hearthstone" Collection Is Still Incomplete.
[21]
Toups, Z.O., Crenshaw, N.K., Wehbe, R.R., Tondello, G.F. and Nacke, L.E. 2016. "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects. (2016), 276--290.
[22]
Trammell, A. 2010. Magic: The Gathering in material and virtual space: An ethnographic approach toward understanding players who dislike online play. Proceedings of Meaningful Play Conference (East Lansing, MI, 2010).
[23]
Türkay, S. and Adinolf, S. 2017. Appeal of Online Collectible Card Games: Social Features of Hearthstone. Proceedings of the 29th Australian Conference on Computer-Human Interaction (New York, NY, USA, 2017), 622--627.
[24]
Turkay, S. and Adinolf, S. 2015. The effects of customization on motivation in an extended study with a massively multiplayer online roleplaying game. Cyberpsychology: Journal of Psychosocial Research on Cyberspace. 9, 3 (2015).
[25]
Turkay, S., Adinolf, S. and Tirthali, D. 2012. Collectible card games as learning tools. Procedia - Social and Behavioral Sciences. 46, Supplement C (Jan. 2012), 3701--3705.
[26]
Yee, N. 2006. Motivations for Play in Online Games. CyberPsychology & Behavior. 9, 6 (Dec. 2006), 772--775.
[27]
Yee, N. 2016. The Board Game Motivation Profile (v2): Based on Data From Over 40,000 Gamers. Quantic Foundry.

Cited By

View all
  • (2024)Match experiences affect interest: Impacts of matchmaking and performance on churn in a competitive gameHeliyon10.1016/j.heliyon.2024.e24891(e24891)Online publication date: Jan-2024
  • (2022)Las mujeres sostienen (más de) la mitad del cielo: examinando las motivaciones, los comportamientos y el capital social en un juego multijugador popular entre las jugadorasRevista Internacional de Sociología10.3989/ris.2022.80.4.M22-00380:4(e219)Online publication date: 28-Dec-2022
  • (2022)‘[Selling]’: Gender capital in the commerce of men’s underwear on RedditCritical Studies in Men’s Fashion10.1386/csmf_00057_19:2(147-162)Online publication date: 1-Aug-2022
  • Show More Cited By

Index Terms

  1. Understanding online collectible card game players' motivations: a survey study with two games

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    OzCHI '18: Proceedings of the 30th Australian Conference on Computer-Human Interaction
    December 2018
    639 pages
    ISBN:9781450361880
    DOI:10.1145/3292147
    Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 December 2018

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. online collectible card games
    2. player motivations

    Qualifiers

    • Short-paper

    Conference

    OzCHI '18

    Acceptance Rates

    Overall Acceptance Rate 362 of 729 submissions, 50%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)64
    • Downloads (Last 6 weeks)11
    Reflects downloads up to 23 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Match experiences affect interest: Impacts of matchmaking and performance on churn in a competitive gameHeliyon10.1016/j.heliyon.2024.e24891(e24891)Online publication date: Jan-2024
    • (2022)Las mujeres sostienen (más de) la mitad del cielo: examinando las motivaciones, los comportamientos y el capital social en un juego multijugador popular entre las jugadorasRevista Internacional de Sociología10.3989/ris.2022.80.4.M22-00380:4(e219)Online publication date: 28-Dec-2022
    • (2022)‘[Selling]’: Gender capital in the commerce of men’s underwear on RedditCritical Studies in Men’s Fashion10.1386/csmf_00057_19:2(147-162)Online publication date: 1-Aug-2022
    • (2021)An Analysis of Ludo Board Game Play on SmartphonesExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451728(1-6)Online publication date: 8-May-2021
    • (2021)Information theory and player archetype choice in HearthstoneInformation Sciences10.1016/j.ins.2021.01.066559(236-250)Online publication date: Jun-2021
    • (2020)Understanding Women Modders using the Serious Leisure PerspectiveProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376351(1-13)Online publication date: 21-Apr-2020
    • (2020)Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating EventProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376332(1-15)Online publication date: 21-Apr-2020
    • (2019)Friending to FlameProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300567(1-12)Online publication date: 2-May-2019

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media