Motivations for Play in Online Games
By N. Yee. Cyberpsychology, Behavior, and Social Networking, 2006
2,954 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/6b5f18e8f4e8d40afc597943a7e1a71c22d03667
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Mark D. Griffiths
- Daria J. Kuss
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- Zsolt Demetrovics
- Scott E. Caplan
- Kimberly S. Young
In Sociology and Political Science
- Mark D. Griffiths
- Juho Hamari
- Daria J. Kuss
- Jonna Koivisto
- Joël Billieux
- Zsolt Demetrovics
- Leonard Reinecke
- Patti M. Valkenburg
Citations in the corpus
- What is eSports and why do people watch it? (2017, background): “In the player type-related research (see e.g. Bartle, 1996; Hamari and Tuunanen, 2014; Yee, 2006a), players have been customarily divided into achievement, immersion/exploration, social and competition-oriented players.”
- Facebook as a toolkit: A uses and gratification approach to unbundling feature use (2011, result): “Correlations of dependent variables, presented in Table 4, suggest that the use of individual features is non orthogonal, consistent with prior studies looking at granular features of a medium (e.g., Chang, 2008; Yee, 2006).”
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016, background): “Therefore, further studies could investigate the moderating role of, for example, personality differences (McCrae & John, 1992) and playing orientations (Yee, 2006; Hamari & Tuunanen, 2014).”
- Factors Influencing eSports Viewership: An Approach Based on the Theory of Reasoned Action (2020, background): “Given that video gaming experience is usually very immersive (Yee, 2006), playing or even watching others play video games (e.”
- The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013, background): “The reasons participants engage in social network gaming include interactions with friends, relationship building, teamwork and/or competitive play, role-play identity, and escapism from reality (Yee 2006).”
- Problematic Use of the Mobile Phone: A Literature Review and a Pathways Model (2012, background): “…are often linked to interpersonal motives, whereas online game overuse is often linked to achievement, immersion and escapism motives) [50] [55] [64] ; degree of social competence or anxiety (e.g., some socially anxious persons prefer to meet people through specific online activities such as…”
- The Association Between Internet Gaming Disorder and Impulsivity: A Systematic Review of Literature (2019, background): “Both positive reinforcement (i.e., receiving a reward or reaching higher levels in the videogame) and negative reinforcement (i.e., playing to avoid negative affectivity) can be factors in the development of gaming addiction (Choi et al. 2007; Yee 2006).”
- The Needs-Affordances-Features Perspective for the Use of Social Media (2018, neutral): “Finally, Xu et al. (2012) and Yee (2006) included need for advancement, need for mastering the mechanics (both related to need for competence), and need for relationships in examining online game playing and addiction.”
- A critical account of DSM-5 criteria for internet gaming disorder (2015, background): “To frame such an inquiry, one might draw on research on gaming motivations (Yee, 2007).”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, neutral): “As previous works on player motivations suggest, people in fact interact with game-like systems in different manners, and for different reasons [29][42][38].”
- The Gamification User Types Hexad Scale (2016, methodology): “Yee [46,47] used a factor analysis approach out of questions based on Bartle’s player types.”
- Consequences of Play: A Systematic Review of the Effects of Online Gaming (2012, background): “, 2009), while two other studies found positive social effects of video gaming (Ko et al., 2005; Yee, 2006).”
- Online game addiction among adolescents: motivation and prevention factors (2012, methodology): “…and that many online game players engage in this activity to escape reality (Hussain & Griffiths, 2009), socialize (Blais et al, 2008), to serve a need to excel, at least in the virtual world, as a potential alternative to deficiencies in some aspects of the real world (Yee, 2006; Young, 2010a, b).”
- The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review (2020, positive): “Yee (2006) developed a 10-factor model of motivation for MMORPG players that were grouped into three main headings: achievement, which encompasses advancement, mechanics, and competition; social which includes socializing, relationships, and teamwork; and immersion, which includes discovery,…”