How does player motivation express in actual game play? A cross-cultural quantitative case study of Tom Clancy’s The Division 2
(2022) PSYP01 20221Department of Psychology
- Abstract
- Previous studies have proven that player motivation is tightly intertwined with players' self-reported game-related behaviors, but how does player motivation express in actual game play? In addition, does cultural background matter? The current study selected Tom Clancy's The Division 2, a popular tactical third person shooting action role-playing game, as the research target, investigating (1) the relationships between player motivation (i.e., Autonomy, Competence, Relatedness, and Emotional Presence) and real in-game behaviors; (2) how cultural background affects both player motivation and in-game behaviors. The participants who are active players of The Division 2 with diverse cultural backgrounds completed a survey measuring their... (More)
- Previous studies have proven that player motivation is tightly intertwined with players' self-reported game-related behaviors, but how does player motivation express in actual game play? In addition, does cultural background matter? The current study selected Tom Clancy's The Division 2, a popular tactical third person shooting action role-playing game, as the research target, investigating (1) the relationships between player motivation (i.e., Autonomy, Competence, Relatedness, and Emotional Presence) and real in-game behaviors; (2) how cultural background affects both player motivation and in-game behaviors. The participants who are active players of The Division 2 with diverse cultural backgrounds completed a survey measuring their motivations to play initially, then by tracking their user ids, their in-game behaviors covering playtime, completion, progression, and in-game purchase were extracted from the official game databases. The results indicate that each factor of player motivation was a significant predictor of corresponding in-game behaviors; besides, Chinese players were found more emotionally immersed in the game and level up faster than both American and European players. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/9090576
- author
- Luo, Yadan LU
- supervisor
-
- Mats Dahl LU
- organization
- course
- PSYP01 20221
- year
- 2022
- type
- H2 - Master's Degree (Two Years)
- subject
- keywords
- The Division 2, Player motivation, In-game behaviors, Cross-culture
- language
- English
- id
- 9090576
- date added to LUP
- 2022-07-01 11:55:10
- date last changed
- 2022-07-01 11:55:10
@misc{9090576, abstract = {{Previous studies have proven that player motivation is tightly intertwined with players' self-reported game-related behaviors, but how does player motivation express in actual game play? In addition, does cultural background matter? The current study selected Tom Clancy's The Division 2, a popular tactical third person shooting action role-playing game, as the research target, investigating (1) the relationships between player motivation (i.e., Autonomy, Competence, Relatedness, and Emotional Presence) and real in-game behaviors; (2) how cultural background affects both player motivation and in-game behaviors. The participants who are active players of The Division 2 with diverse cultural backgrounds completed a survey measuring their motivations to play initially, then by tracking their user ids, their in-game behaviors covering playtime, completion, progression, and in-game purchase were extracted from the official game databases. The results indicate that each factor of player motivation was a significant predictor of corresponding in-game behaviors; besides, Chinese players were found more emotionally immersed in the game and level up faster than both American and European players.}}, author = {{Luo, Yadan}}, language = {{eng}}, note = {{Student Paper}}, title = {{How does player motivation express in actual game play? A cross-cultural quantitative case study of Tom Clancy’s The Division 2}}, year = {{2022}}, }