IDEAS home Printed from https://ideas.repec.org/a/aad/iseicj/v7y2019i0p130-136.html
   My bibliography  Save this article

Why People Join Virtual Worlds Of Computer Games? Qualitative Research Amongst Polish Users

Author

Listed:
  • Magdalena Hofman-Kohlmeyer

    (University of Economics in Katowice, Faculty of Informatics and Communication)

Abstract

Introduction: When virtual worlds (e.g. Second Life or World of Warcraft) became immensely popular, with millions of active users around the world, real life companies started to utilize them for business purposes, such as testing new products or organizing various events. However, the activities of companies can only be successful if a sufficient number of players are engaged in virtual worlds. Objectives: The present paper is aimed to investigate individual players’ motives for joining virtual worlds of computer games. Methods: The author carried out 22 in-depth interviews amongst polish players (20 were finally accepted) of three virtual worlds: The Sims, Second Life and Euro Track Simulator 2. Interviews were carried out from August 21, 2018 to December 5, 2018. Results: Respondents most frequently mentioned consecutively: curiosity (caused by TV series, TV programme, newspaper or advertisement), interact with others, interest in the topic of a game, enjoyment from playing, opportunity to see or do things unattainable in real life, exploring the virtual world, spending free time. With reference to the gratification paradigm, individual motivations were divided into: experiential (16 motives), functional (6 motives), social (3 motives). From the perspective of marketing managers, understanding the motivations of players allows them to describe the target market of their promotional activities inside the game environment. For game developers, it can help attract new and maintain current users.

Suggested Citation

  • Magdalena Hofman-Kohlmeyer, 2019. "Why People Join Virtual Worlds Of Computer Games? Qualitative Research Amongst Polish Users," CBU International Conference Proceedings, ISE Research Institute, vol. 7(0), pages 130-136, September.
  • Handle: RePEc:aad:iseicj:v:7:y:2019:i:0:p:130-136
    DOI: 10.12955/cbup.v7.1352
    as

    Download full text from publisher

    File URL: https://ojs.journals.cz/index.php/CBUIC/article/view/1352/1884
    Download Restriction: no

    File URL: https://libkey.io/10.12955/cbup.v7.1352?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    More about this item

    Keywords

    motivations; participation; virtual worlds; computer games;
    All these keywords.

    JEL classification:

    • M31 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - Marketing

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:aad:iseicj:v:7:y:2019:i:0:p:130-136. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Petr Hájek (email available below). General contact details of provider: https://ojs.journals.cz/index.php/CBUIC .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.