Expert opinion on the influences of bots on the economy and gaming enjoyment in mmorpgs Version dated 29 th March 2012 Compiled by Prof. Dr rer nat. Wolfgang Broll on behalf of Bossland GmbH


Gaming motivation and usage experience



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Expert opinion on the influences of bots
5.2. Gaming motivation and usage experience
With regard to play motivations in MMORPGs it can be said that, in addition to the social dimension, above all the progress of the game regularly plays the most significant role (see
Yee 2006a, Seifert & Jöckel 2008). This shows how important the players’ wish for gameplay progress is and how much this motivates them to continue playing. Motivation factors such as game mechanics (Yee 2006a, Seifert & Jöckel 2008) or transfer (Schultheiss 2010), which above all contain the use of external software tools (tools), play a subordinate but still significant role.
There are also numerous relevant studies on usage experience for popular types of game like MMORPGs. The most frequently used approach in the context of experiencing the game is the device of a river (engl. flow) (see Csikszentmihalyi 1975), which can be intensively monitored. In one digital game, a corresponding flow control is intended to guarantee at all times that the tasks to be performed by the player


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
14
are solvable one the one hand but also represent a challenge on the other (see Fig. 1). If the tasks to be performed are too difficult and if the player fails time and again, he quickly becomes frustrated. If tasks are too simple on the other hand, for example because they are repeated continuously in the same or a similar form, the player is bored accordingly. In both cases the game experience is reduced and the motivation to continue playing disturbed.
Difficulty
Frustration
Game flow
Boredom
Experience
Fig. 1: Optimum game flow
Entertainment, thrills and competition can be named as dominant experiences in
MMORPGs. The gaming experience was also examined in detail for WoW. The authors
(Seifert & Jöckel 2008) came to the conclusion that the gaming experience can be depicted with four central experience factors: challenge, joint or shared experience, thrills and relaxation. In addition, the aforementioned experience factors are positively influenced by different usage motivations– transfer and game mechanics motivations are especially significant in the context of this expert opinion (see Seifert & Jöckel 2008,
Schultheiss 2010). That means that the more pronounced these motivations are the more pronouncedly the MMORPG will be experienced as entertaining. It can be assumed that the more entertaining a player finds a media offering the more intensively and longer he will use it.

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