Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth

Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an avatar that evolves and interacts with other avatars in a persistent virtual world. Motivations to play MMORPGs are heterogeneous (e.g. achievement, socialisation, immersion in virtual worlds). This study investigates in detail the relationships between self-reported motives and actual in-game behaviours. We recruited a sample of 690 World of Warcraft players (the most popular MMORPG) who agreed to have their avatar monitored for 8months. Participants completed an initial online survey about their motives to play. Their actual in-game behaviours were measured through the game's official database (the Armory website). Results showed specific associations between motives and in-game behaviours. Moreover, longitudinal analyses revealed that teamwork- and competition-oriented motives are the most accurate predictors of fast progression in the game. In addition, although specific associations exist between problematic use and certain motives (e.g. advancement, escapism), longitudinal analyses showed that high involvement in the game is not necessarily associated with a negative impact upon daily living.

[1]  Martial Van der Linden,et al.  French Validation of the Internet Addiction Test , 2008, Cyberpsychology Behav. Soc. Netw..

[2]  Y. Khazaal,et al.  Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey , 2011, European Addiction Research.

[3]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[4]  Mark D. Griffiths,et al.  Demographic Factors and Playing Variables in Online Computer Gaming , 2004, Cyberpsychology Behav. Soc. Netw..

[5]  Nick Yee,et al.  The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.

[6]  T. L. Taylor Does WoW Change Everything? , 2006 .

[7]  C. Carver,et al.  Perspectives on Personality , 1988 .

[8]  L. Alvin Malesky,et al.  Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games , 2008, Cyberpsychology Behav. Soc. Netw..

[9]  Mark D. Griffiths,et al.  Breaking the Stereotype: The Case of Online Gaming , 2003, Cyberpsychology Behav. Soc. Netw..

[10]  Chuen-Tsai Sun,et al.  Player Guild Dynamics and Evolution in Massively Multiplayer Online Games , 2008, Cyberpsychology Behav. Soc. Netw..

[11]  M. Griffiths,et al.  Internet Gaming Addiction: A Systematic Review of Empirical Research , 2012, International Journal of Mental Health and Addiction.

[12]  E. Haffen,et al.  Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population , 2011, BMC psychiatry.

[13]  John P. Charlton,et al.  Distinguishing addiction and high engagement in the context of online game playing , 2007, Comput. Hum. Behav..

[14]  Joël Billieux,et al.  Psychological Predictors of Problematic Involvement in Massively Multiplayer Online Role-Playing Games: Illustration in a Sample of Male Cybercafé Players , 2011, Psychopathology.