Chaoguang Wang, Gino Yu, Digital Entertainment Lab, Hong Kong Polytechnic University, Hong Kong
This study examines the relationship between player’s value systems based upon the Emergent Cyclical Levels of Existence Theory by Clare W. Graves (Graves, 2005) and their actions in playing a massively multiplayer online role-playing game. Online survey data from 5,427 players of the Ghost II containing value systems and demographic variables were analyzed for this study. A number of positive correlations were found between the score of Red (CP) value system and the in-game metrics that were collected to represent their playing behavior.Participants that scored high on Red value system also tend to spend more real money in the game, level up their character and ability as quickly as possible, and seek for other achievement in the forms offered by game world. These characteristics for fun, power and immediate gratification are also predicted by the Red (CP) value system in Clare W. Graves’ model. With this work, we show that there is a correlation between in-game behavior and real-life behavioral attitudes as modeled by the Emergent Cyclical Levels of Existence Theory. The finding provides valuable information for how to better design, evaluate and understand enjoyment in games. By understanding a player’s behavioral attitude within a game, we can design game mechanics and situations to facilitate personal transformation through game playing.
Author Info
Chaoguang Wang is a PHD candidate in the School of Design in the Hong Kong Polytechnic University. His research focuses on the value systems of players and their playing behavior online.He had worked professionally in games development for 6 plus years as a game researcher and game designer, with solid practical hands-on experience and understanding of game development.