Reward is the factor that can satisfy users and reinforce their motivation in their current activity (Deci & Ryan, 1987; Ducheneaut &
Moore, 2004). Reward in MMORPGs refers to the virtual items users can see and use to benefit themselves. For example, most users were
motivated to slay monsters and complete quests in order to make money (gold), acquire rare equipment, complete quests, level up characters
and optimize their character. The more time a user invests in the game, the more reward they will receive. This study therefore
hypothesized that users might be addicted to this reward cycle. Users who have a high motivation to acquire rewards will in turn have
a higher probability of developing an addiction to the games.