Game Development Reference
In-Depth Information
Figure 10. Player opinions regarding whether or
not online games are beneficial academically or
professionally (n=268)
When it comes to personal success within the
game, some players (53 responses) stated that the
“will to be the strongest” or “try to improve” is
the main reason that explains why they continue
playing. For these players, evolving in the game
is the main motivation. Entertainment, challenges
and strategies are the next aspects mentioned.
Alliances, game environment, free time,
combat, and competition were also indicated as
motivational factors. These elements are expected
in MMOGs and recognized by players even though
they were indicated by a lower amount of them.
Are Online Games Beneficial
In Academic or Professional
Environments?
41% of players consider that online games are
beneficial on some way.
Moreover, as indicated by Table 8, players
indicated that the time spent playing games has
a negative impact on school or work (n=47). This
was reflected in answers such as:
The 268 answers to this question showed that
43% of players considered that online games do
not benefit life neither academically nor profes-
sionally (Garphic 1). This idea is in direct contrast
with 37% of players who think they do and 21%
who are undecided (agree and disagree).
Metin2 exhibited the greatest difference with
regards to responses, 46% of them being negative
and 28% being positive (Figure 10). This differ-
ence can be confirmed by the fact that this game
places the biggest part of its focus on battles. This
way, players can limit themselves to learning a few
commands thus making a profound knowledge of
the game unnecessary. The prevalence of nega-
tive replies was not registered by Ikariam where
No, because online games require time. This time
would probably be better spent working.
This aspect was mentioned by Metin2 players
(27% of responses). This can be due to the fact
that this game demands special attention during
game sessions.
Among other negative aspects was the fact that
players indicated that games are merely a form
of entertainment (n=22) signifying that there is a
clear distinction between the real world and the
game world (n=18).
Table 8. Negative categories between games and academic or professional life
Totals
(n=268)
Ikariam
(n=94)
OGame
(n=44)
Gladiatus
(n=47)
Metin2
(n=83)
Negative categories
f
%
f
%
f
%
f
%
f
%
Time spent
47
27
12
22
9
33
8
30
18
27
Without motive
40
23
17
31
7
26
7
26
9
14
Merely entertainment
22
13
6
11
2
7
0
0
13
20
Distinction between worlds
18
10
5
9
4
15
4
15
5
8
Addiction
15
9
3
5
3
11
1
4
8
12
 
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