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

  • Authors:
  • JoëL Billieux;Martial Van Der Linden;Sophia Achab;Yasser Khazaal;Laura Paraskevopoulos;Daniele Zullino;Gabriel Thorens

  • Affiliations:
  • Psychological Sciences Research Institute, Catholic University of Louvain, Louvain-La-Neuve, Belgium and Cognitive Psychopathology and Neuropsychology Unit, Psychology Department, University of Ge ...;Cognitive Psychopathology and Neuropsychology Unit, Psychology Department, University of Geneva, Geneva, Switzerland and Cognitive Psychopathology Unit, Psychology Department, University of Li ...;Addictology Division, Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland and EA 481 "Neurosciences Laboratory", Franche-Comté University, Besanç ...;Addictology Division, Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland;Cognitive Psychopathology and Neuropsychology Unit, Psychology Department, University of Geneva, Geneva, Switzerland;Addictology Division, Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland;Addictology Division, Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland

  • Venue:
  • Computers in Human Behavior
  • Year:
  • 2013

Quantified Score

Hi-index 0.00

Visualization

Abstract

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.