erent from one another and how motivations of play relate to age, gender, usage patterns and behavior in the game. In the current study, factor analysis method was used to build the model of the motivation of the players showed 10 elements incentives divided into three parts build. (Achievement, social) relationship between motivation and demographic variables. (Age, gender, and patterns of use) will be presented by the principles being used to succeed. Ten components emerged with eigenvalues greater than 1. Together, these 10 units, representing 60% of the total variance of rotation is tilted (Promax, kappa = 4) were used to reflect the relationship. the natural elements Strength greater than 0.55 and no force used exceeding 30% of the core of almost every piece with alpha Cronbach of more than 0.70 due to the high number of components, PCA Information Processing 10 components to explore the parts. something that should be grouped together. The three main components emerged with eigenvalues greater than 1. Together, the three main components accounted for 55% of the total variance.
The breakthrough success - the desire to gain power, progress rapidly and accumulate wealth or status symbols in the game. The mechanics are very interested in analyzing the basic rules and systems in order to increase the performance of the competition and the desire to challenge. Competition with others, teamwork - getting satisfaction from. Part of a group effort.
Social elements Society - are interested in assisting and. Chat with other players relationship - the desire to build long-term. Relationships with significant others. Working as a team to get satisfaction from. Part of a group effort.
To discover how to find and know what the other players are not aware of the role played by people with a background story building and interacting with other players to create the temporary. - Are interested in The appearance of the characters their escapism - use online environment. Avoid thinking about real-life problems.
His analysis showed that motivation to not press charges, as well as play MMORPGs. If players scored in. The success does not mean that they are. Score for the social element This is supported by data; The relationship between the three main components are weak (R values
erent from one another and how motivations of play relate to age, gender, usage patterns and behavior in the game. In the current study, factor analysis method was used to build the model of the motivation of the players showed 10 elements incentives divided into three parts build. (Achievement, social) relationship between motivation and demographic variables. (Age, gender, and patterns of use) will be presented by the principles being used to succeed. Ten components emerged with eigenvalues greater than 1. Together, these 10 units, representing 60% of the total variance of rotation is tilted (Promax, kappa = 4) were used to reflect the relationship. the natural elements Strength greater than 0.55 and no force used exceeding 30% of the core of almost every piece with alpha Cronbach of more than 0.70 due to the high number of components, PCA Information Processing 10 components to explore the parts. something that should be grouped together. The three main components emerged with eigenvalues greater than 1. Together, the three main components accounted for 55% of the total variance.
The breakthrough success - the desire to gain power, progress rapidly and accumulate wealth or status symbols in the game. The mechanics are very interested in analyzing the basic rules and systems in order to increase the performance of the competition and the desire to challenge. Competition with others, teamwork - getting satisfaction from. Part of a group effort.
Social elements Society - are interested in assisting and. Chat with other players relationship - the desire to build long-term. Relationships with significant others. Working as a team to get satisfaction from. Part of a group effort.
To discover how to find and know what the other players are not aware of the role played by people with a background story building and interacting with other players to create the temporary. - Are interested in The appearance of the characters their escapism - use online environment. Avoid thinking about real-life problems.
His analysis showed that motivation to not press charges, as well as play MMORPGs. If players scored in. The success does not mean that they are. Score for the social element This is supported by data; The relationship between the three main components are weak (R values <0.10).
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