The relationship between online game playing motivation and selection of online game characters – the case of Taiwan

The alarming growth rate in the online game industry calls for a need of understanding the determinants of online gamers’ behaviour. Investigating how online gamers choose different online characters assists online game vendors to design characters that match the needs of different online gamers. Recently, numerous online game designers have introduced celebrity figures as characters for certain online games. The popularity of those celebrities has resulted in greater awareness of these games, and hopefully further increases the playability of online games. While different online gamers are motivated by different desires for playing, it is insufficiently researched whether these online celebrity characters have actually altered players’ choice in giving preference to these games. Thus, this study conducts an experimental design to study the reasons behind players’ choice of characters by studying how online games perceive the interpersonal attractiveness of celebrity online characters, and how online gamers with different playing motivations display different behaviours in their choice of online game characters. Results from the survey filled out by participants after the experiments show that the attractiveness of celebrity online characters is significantly higher than that of non-celebrity characters. Further, online game players with a social playing motivation tend to choose celebrities as their online game characters.

[1]  Robert B. Zajonc,et al.  Exposure effects and associative learning , 1974 .

[2]  De Liu,et al.  The Effects of Trust and Enjoyment on Intention to Play Online Games , 2007 .

[3]  Scott Keeter,et al.  THE ILLUSION OF INTIMACY TELEVISION AND THE ROLE OF CANDIDATE PERSONAL QUALITIES IN VOTER CHOICE , 1987 .

[4]  Anthony J. Ferri Emergence of the Entertainment Age? , 2010 .

[5]  Shao-kang Lo,et al.  The impact of online game character's outward attractiveness and social status on interpersonal attraction , 2008, Comput. Hum. Behav..

[6]  Walter C. Swap,et al.  Interpersonal Attraction and Repeated Exposure to Rewarders and Punishers , 1977 .

[7]  Norman H. Hamm,et al.  Effects of race and exposure on judgments of interpersonal favorability. , 1975 .

[8]  R. Zajonc Attitudinal effects of mere exposure. , 1968 .

[9]  D. Boorstin The image : a guide to pseudo-events in America , 1992 .

[10]  J. Townsend,et al.  Effects of potential partners' physical attractiveness and socioeconomic status on sexuality and partner selection , 1990, Archives of sexual behavior.

[11]  Yufei Yuan,et al.  Online game addiction among adolescents: motivation and prevention factors , 2012, Eur. J. Inf. Syst..

[12]  G. Loewenstein,et al.  The Effect of Ownership History on the Valuation of Objects , 1998 .

[13]  Erin A. Meyers,et al.  ''Can You Handle My Truth?'': Authenticity and the Celebrity Star Image , 2009 .

[14]  Karen Korabik Changes in Physical Attractiveness and Interpersonal Attraction , 1981 .

[15]  Zachary Warren,et al.  Game Interventions for Autism Spectrum Disorder. , 2012, Games for health journal.

[16]  Panayiotis Zaphiris,et al.  Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games , 2013, Behav. Inf. Technol..

[17]  Mathias Klang,et al.  Avatar: From Deity to Corporate Property A philosophical inquiry into digital property in online games , 2004 .

[18]  K. Dion,et al.  Physical attractiveness and evaluation of children's transgressions. , 1972, Journal of personality and social psychology.

[19]  C. Berger,et al.  SOME EXPLORATIONS IN INITIAL INTERACTION AND BEYOND: TOWARD A DEVELOPMENTAL THEORY OF INTERPERSONAL COMMUNICATION , 1975 .

[20]  Francisco Luis Gutiérrez Vela,et al.  Playability: analysing user experience in video games , 2012, Behav. Inf. Technol..

[21]  Arup Varma,et al.  Women and international assignments: the impact of supervisor-subordinate relationships , 2001 .

[22]  Ching-I Teng,et al.  Online Gamers' Preferences for Online Game Charging Mechanisms: The Effect of Exploration Motivation , 2015, Int. J. E Bus. Res..

[23]  Chei Sian Lee,et al.  A typology of human computation games: an analysis and a review of current games , 2015, Behav. Inf. Technol..

[24]  Shanhong Luo,et al.  Interpersonal attraction and personality: what is attractive--self similarity, ideal similarity, complementarity or attachment security? , 2003, Journal of personality and social psychology.

[25]  Sanford Grossbart,et al.  Usenet Groups, Virtual Community and Consumer Behaviors , 1998 .

[26]  B. Gillen,et al.  Physical Attractiveness , 1981 .

[27]  Scott R. Beach,et al.  Exposure effects in the classroom: The development of affinity among students , 1992 .

[28]  B. I. Murstein,et al.  Humor and interpersonal attraction. , 1985, Journal of personality assessment.

[29]  Richard L. Moreland,et al.  Exposure effects in person perception: Familiarity, similarity, and attraction , 1982 .

[30]  Martin A. Johnson Variables associated with friendship in an adult population , 1989 .

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

[32]  N. Alperstein Imaginary social relationships with celebrities appearing in television commercials , 1991 .

[33]  J. Mccroskey,et al.  The measurement of interpersonal attraction , 1974 .

[34]  R. Bornstein Exposure and affect: Overview and meta-analysis of research, 1968–1987. , 1989 .

[35]  E. Berscheid,et al.  Physical Attractiveness and Peer Perception Among Children , 1974 .

[36]  Patrik Ström,et al.  Product and Service Interaction in the Chinese Online Game Industry , 2014 .

[37]  Shashank Rao,et al.  WHY THEY ENJOY VIRTUAL GAME WORLDS? AN EMPIRICAL INVESTIGATION , 2008 .

[38]  Christopher Kee Being part of a team , 2007 .

[39]  Hassan Ghasemzadeh,et al.  Near-Realistic Mobile Exergames With Wireless Wearable Sensors , 2014, IEEE Journal of Biomedical and Health Informatics.

[40]  Scott E. Caplan,et al.  Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..

[41]  R. Zajonc Mere Exposure: A Gateway to the Subliminal , 2001 .

[42]  Chih-Chien Wang,et al.  Physical Interpersonal Relationships and Social Anxiety among Online Game Players , 2005, Cyberpsychology Behav. Soc. Netw..

[43]  Luigi Bonetti,et al.  The Relationship of Loneliness and Social Anxiety with Children's and Adolescents' Online Communication , 2010, Cyberpsychology Behav. Soc. Netw..