TY - JOUR
T1 - Profiling online gamers and probing their preferences and motivations
T2 - An empirical study of an online role-playing game
AU - Chu, Chau
AU - Halme, Merja
AU - Merikivi, Jani
AU - Penttinen, Esko
N1 - Publisher Copyright:
© (2021) 2022 Intellect Ltd Article. English language.
PY - 2021/10/1
Y1 - 2021/10/1
N2 - Greater understanding of gamers’ preferences (what it is in the game that they value) and motivations (why they play the game) provides cues for game developers’ better response to consumer desires and drives. Complementing insights from literature that identifies a wide variety of antecedents to both preferences and motivations, the article addresses the relationship between the two by reporting on an empirical study in the context of online role-playing. In the study, analysis of gamer preferences revealed five gamer clusters (storyline-lovers, aesthetics-lovers, socializers, achievers and local-story-lovers), which together reflect three key gamer motivations (achievement related, social and immersion based). In a key finding, immersion emerged as an overarching motivator, spanning all the clusters and different in nature from the other two motivating factors. Also, distinguishing between local-and global-storyline-lovers may have important implications. Thirdly, the authors make a methodological contribution connected with the design of best–worst scaling, thereby informing managerial insights and providing avenues for further research.
AB - Greater understanding of gamers’ preferences (what it is in the game that they value) and motivations (why they play the game) provides cues for game developers’ better response to consumer desires and drives. Complementing insights from literature that identifies a wide variety of antecedents to both preferences and motivations, the article addresses the relationship between the two by reporting on an empirical study in the context of online role-playing. In the study, analysis of gamer preferences revealed five gamer clusters (storyline-lovers, aesthetics-lovers, socializers, achievers and local-story-lovers), which together reflect three key gamer motivations (achievement related, social and immersion based). In a key finding, immersion emerged as an overarching motivator, spanning all the clusters and different in nature from the other two motivating factors. Also, distinguishing between local-and global-storyline-lovers may have important implications. Thirdly, the authors make a methodological contribution connected with the design of best–worst scaling, thereby informing managerial insights and providing avenues for further research.
KW - best-worst scaling (BWS)
KW - cluster analysis
KW - gamer preferences
KW - motivations
KW - role-playing game (RPG)
KW - survey
UR - http://www.scopus.com/inward/record.url?scp=85132163536&partnerID=8YFLogxK
U2 - 10.1386/jgvw_00044_1
DO - 10.1386/jgvw_00044_1
M3 - Article
AN - SCOPUS:85132163536
VL - 13
SP - 307
EP - 334
JO - JOURNAL OF GAMING AND VIRTUAL WORLDS
JF - JOURNAL OF GAMING AND VIRTUAL WORLDS
SN - 1757-191X
IS - 3
ER -