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Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions
Simulation & Gaming Pub Date : 2020-02-28 , DOI: 10.1177/1046878120903352
Brady Patzer 1 , Barbara Chaparro 2 , Joseph R. Keebler 2
Affiliation  

Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch, and Hearthstone, for at least 10 hours in the past three months. A series of structural equation models were tested to identify the model with the best validity and fit. All constructs were from previously validated measures. Motivations were measured by the Trojan Player Typology, which assessed story-driven, completionist, competitor, escapist, smarty-pants, and socializer motives. Satisfaction was measured using the game user experience satisfaction scale (GUESS), which assessed satisfaction with usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetic, personal gratification, social connectivity, and visual aesthetics. Continuance intention was measured using a 4-item scale. Results. The final model suggested that motivations were positively related to satisfaction, while satisfaction was positively related to continuance intention and weekly play time. Motivations accounted for 20% of the variance in satisfaction, and the story-driven motivation was the strongest predictor. Further, satisfaction accounted for 47% of the variance in continuance intention and 8% of the variance in weekly play time. Conclusion. Individual differences in gameplay motivation are an important component of a player’s satisfaction. Further, satisfaction appears to be central to a player’s intention to continue using a game.

中文翻译:

开发电子游戏模式:动机、满意度和持续意图

背景。随着视频游戏使用量的持续上升,了解人们选择并继续玩游戏的原因很重要。目的。本研究提出了一个理论框架来探索游戏动机、满意度、持续意图和游戏玩法之间的关系。方法。为了检验这些关系,我们收集了 353 名参与者的调查数据,这些参与者在过去三个月中至少玩了 10 个小时的不同类型的网络游戏,包括英雄联盟、魔兽世界、守望先锋和炉石传说。测试了一系列结构方程模型,以确定具有最佳有效性和拟合度的模型。所有构造均来自先前验证的测量。动机由特洛伊木马玩家类型学来衡量,它评估了故事驱动、完成主义者、竞争者、逃避现实者、聪明的裤子、和社交动机。满意度是使用游戏用户体验满意度量表 (GUESS) 来衡量的,该量表评估了对可用性/可玩性、叙事、游戏全神贯注、享受、创作自由、音频美学、个人满足感、社会连通性和视觉美学的满意度。使用 4 项量表测量持续意图。结果。最终模型表明动机与满意度呈正相关,而满意度与继续意图和每周游戏时间呈正相关。动机占满意度方差的 20%,故事驱动的动机是最强的预测因素。此外,满意度占持续意愿差异的 47% 和每周游戏时间差异的 8%。结论。游戏动机的个体差异是玩家满意度的重要组成部分。此外,满意度似乎是玩家继续使用游戏的意图的核心。
更新日期:2020-02-28
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