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Computer and video games are reaching a wider audience than ever before, yet distributors are struggling to keep up
with past growth. Demographic game design posits that in order to create more commercially successful games, designers
must understand the player in order to anticipate their needs. The industry struggling as it is, this understanding has
become even more important. The aim of this study was to understand the relationship between player personality
and motivations for game play in order to add to a base of publicly and academically available information on which
designers can draw. The Neuroticism Extraversion Openness-Five Factor Inventory (Costa & McCrae, 1992) and Nick Yee’s
Motivations for Play in MMORPGs Assessment (2005) were administered to 51 Dakota State University students. Results
demonstrated that even in a small group of “core gamers” there is a great deal of variety in play motivations. Furthermore,
there were several significant correlations between personality factors and play motivations. Achievement motivations
were positively correlated with Extraversion (p<.01) and Conscientiousness (p<.05). Social motivations were positively
correlated with Extraversion (p<.001) and Agreeableness (p<.01). Immersion motivations were positively correlated with
Neuroticism and Openness to Experience (p<.05). Other relationships and further opportunities for study and expansion
of the motivations model are discussed.

Keywords

Demographic Game Design, Five Factor Model, Gersonality, MMORPG, Motivation, Video Game
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