MMORPG Demographics, Motivations and Experiences 1 Running Head: MMORPG DEMOGRAPHICS, MOTIVATIONS, AND EXPERIENCES The Demographics, Motivations and Derived Experiences of Users of Massively Multi-User Online Graphical Environments Nick Yee Department of Communication Stanford University Nick Yee Department of Communication Stanford University Stanford, CA, 94305
[email protected] Citation: Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329. MMORPG Demographics, Motivations and Experiences 2 Abstract Online survey data were collected from 30,000 users of Massively Multi-User Online Role- Playing Games (MMORPGs) over a three year period to explore users’ demographics, motivations and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage= 26.57, range = 11-68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r = -.04). An exploratory factor analysis revealed a five factor model of user motivations - Achievement, Relationship, Immersion, Escapism and Manipulation - illustrating the multi-faceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships, salient emotional experiences as well as real-life