Some words on motivations to play MMORPGs . . .
The following is based on my experience playing a MMOG for the first time and my attempts to figure out why I, and other people, play video games:
Of significance to playing World of Warcraft or any MMO—for that matter, taking part in any community—is the realization that a player’s motivations might differ too greatly from that of the community with which they are interacting. While I share the same principles of player conduct with my guild:
• Maturity In Game Play
• Friendly Attitude
• Helping Others
• Enjoy Working As A Team
• Having Fun In Guild Chat
• Making Friends
• Progressing In WoW
. . . my motivations are primarily Immersion (discovery & escapism) as well as Achievement (advancement), mixed with a dash of the Social (socializing, relationships, and teamwork) (Yee 4). These motivations to play create tensions when inhabiting the virtual world with others (just as it does in RL)—at least on my part. Although I was initially fascinated by the idea of potentially interacting with thousands of people from across the globe, I realized I had no real interest in meeting real people who wanted to be themselves in a virtual world. I wasn’t playing to be a virtual version of myself. I wanted to be someone else. Just as I read science fiction and fantasy books as a child, teen, and adult with the intent of escaping the real-world and immersing myself in the narrative, the characters, and the other worlds, I play role-playing videogames with the same intentions.
And although both Bartle and Yee concede that one’s motives are undoubtedly mixed, their conceptualizations of gamer psychology fail to take into account how the game technology/environment influences players’ identities and the way they use the game technology. As in the case of my experience within WoW, researchers must also consider the game world as more than simply “a backdrop, a common ground where things happen to players” (Bartle). My lifestyle as well as the rules of the game created constraints regarding my interactions in the virtual world.
Further, in light of Sherry Turkle’s research on MUDs, a given player may, at any time, be trying out an identity, and so the resarch conducted by Bartle and Yee seems to become muddied. Bartle and Yee appear to see players as having a unitary identities that they bring with them into the game space; however, any study that attempts to nail down why and how a person plays an MMORPG may merely be taking a snapshot of the player at the time of data collection. How I played The World of Warcraft initially may change in the future. I might decide to be more social and begin my own guild. I might decide to become a rogue, delighting in picking pockets and ganking other players.
If I were to have been surveyed by Yee when I first began playing WoW my answers would have categorized me differently than if I were to adopt one of the aforementioned identies and retaken the survey. With the complexity that is apparent with any assessment of motivations to play, it seem most important that game developers and researchers simply understand that motivations vary from player to player and from one occasion to the next.
And, although pithy, the same goes for students as they navigate the world of school.
