What Motivates the Online Gamers' Demand and Playing Times?

2011 
In the online games, there are two main rewards: experience points which cannot be traded in the game or real market and virtual monetary values traded in the game and real market. Which factor is more important than the other for the online game players? And which factors of demographic or gender influence to playing time? We analyze massively multiple online gaming log data from a Korean company. By analyzing the real data, we find that the experience points are not significant influence to choose gaming experience, but the monetary values are significant and positive influence to do their gaming life. We also show that low level players show gender differences, but higher level players do not show gender difference any more. On the contrary with nurturing their avatar, younger players consume more time to play a same quest than elderly players In the conclusion, we discuss implications for firms and better playing experience for players.
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