Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
13
5. Bonuses and the entertainment experience in MMORPGsThe terms bonuses, motive and motivation are mainly used to answer the question as to why MMORPGs are used as entertaining media offerings by players. The entertainment experience is also a major reason for the reception which MMORPGs receive.
5.1. Duration of useWith the most extensive research into MMORPG players so far, in which more than
40,000 players were surveyed between 2002 and 2009, Yee supplied a deep insight into the usage behaviour and the playing motivations in MMORPGs (see Yee 2006a, Yee
2006b, Yee 2006c). Others followed him and supplemented his research. MMORPGs are meanwhile the best-researched form of online games. It has been shown that on average MMORPGs are used daily for between 2.5 (Schultheiss 2010) and 3.2 hours
(Yee 2006a). Another study specifically of WoW actually indicates 3.7 hours average usage duration (Seifert 2006). It should, however, be noted that these values are average data across all players. If the data is examined more closely here an extremely
high variance becomes visible, i.e. a strong fluctuation with regard to the actual usage duration of individual players. Some players play extremely little, i.e. they spend correspondingly
little time in online worlds, others on the other hand an extremely high amount. A picture of usage across the entire spectrum thus becomes clear which on the one hand shows players who play for just a few hours a week and on the other also contains players who demonstrate usage of up to 12 hours a day (in individual cases even more).
Share with your friends: