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How does player motivation express in actual game play? A cross-cultural quantitative case study of Tom Clancy’s The Division 2

Luo, Yadan LU (2022) PSYP01 20221
Department 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:
author
Luo, Yadan LU
supervisor
organization
course
PSYP01 20221
year
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}},
}