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THE ANATOMY OF GAMER MOTIVATIONSWHAT WE LEARNED FROM
250,000 GAMERS
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PREVIOUSLY ON QUANTIC FOUNDRY
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SAMPLE NOTES
• 283,384 gamers (unique IP addresses)
• Gender: 80% Male / 19% Female / 1% Non-Binary
• Age: Median = 25, Range = 13-80
• Gamer Type: Casual 11% / Core 68% / Hardcore 21%
• Geographic distributiono United States (125k), Canada (14.8k), United Kingdom (13.9k), Brazil (9.4k),
Australia (8.5k), Italy (7.2k), Poland (6.8k), Indonesia (6.6k), Denmark (5.8k),
Philippines (5k), Germany (4.9k), Sweden (4.4k), France (3.6k), Singapore
(3.6k), Netherlands (3.1k), Spain (2.4k), Turkey (2.3k), Malaysia (2.2k), Russia
(2.2k), Chile (2.0k), Norway (1.9k) …
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GAMER MOTIVATION MODEL
Action“Boom!”
Social“Let’s Play Together”
Mastery“Let Me Think”
Achievement“I Want More”
Immersion“Once Upon a Time”
Creativity“What If?”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete All Missions.
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
StoryElaborate plots.
Interesting characters.
DiscoveryExplore. Tinker.
Experiment.
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3 HIGH LEVEL CLUSTERS
Action“Boom!”
Social“Let’s Play”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
Mastery“Let Me Think”
Achievement“I Want More”
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete Missions.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
Immersion“Once Upon a Time”
Creativity“What If?”
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
StoryElaborate plot,
characters.
DiscoveryExplore. Tinker.
Experiment.
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SOCIAL IS SOCIAL
Competition isn’t the
opposite of Community.
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SOCIAL IS SOCIAL
Action“Boom!”
Social“Let’s Play”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
Mastery“Let Me Think”
Achievement“I Want More”
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete Missions.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
Immersion“Once Upon a Time”
Creativity“What If?”
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
StoryElaborate plot,
characters.
DiscoveryExplore. Tinker.
Experiment.
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IT’S A MAP
Proximity indicates best bets
for the audience.
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SPREADING ACTIVATION
Action“Boom!”
Social“Let’s Play”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
Mastery“Let Me Think”
Achievement“I Want More”
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete Missions.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
Immersion“Once Upon a Time”
Creativity“What If?”
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
StoryElaborate plot,
characters.
DiscoveryExplore. Tinker.
Experiment.
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SPREADING ACTIVATION
Action“Boom!”
Social“Let’s Play”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
Mastery“Let Me Think”
Achievement“I Want More”
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete Missions.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
Immersion“Once Upon a Time”
Creativity“What If?”
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
StoryElaborate plot,
characters.
DiscoveryExplore. Tinker.
Experiment.
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SPREADING ACTIVATION
Action“Boom!”
Social“Let’s Play”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
Mastery“Let Me Think”
Achievement“I Want More”
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete Missions.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
Immersion“Once Upon a Time”
Creativity“What If?”
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
StoryElaborate plot,
characters.
DiscoveryExplore. Tinker.
Experiment.
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VOLATILITY
Motivations aren’t created
equal. Some are volatile.
Others are inert.
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EXCITEMENT DROPS LINEARLY WITH AGE
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OF THE 12 MOTIVATIONS, COMPETITION IS MOST AGE-VOLATILE
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GAMIFICATION
Competition, often found in
gamification mechanic lists, is
likely a poor motivator for
most corporate employees
above age 30.
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THERE’S ALSO A GENDER DIFFERENCE BETWEEN AGES 13-40
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BUT SURPRISINGLY SIMILAR COHORT OF GAMERS AFTER AGE 40
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STABILITY
But not all motivations are
volatile. Some are incredibly
consistent.
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COMPLETION IS A VERY STABLE MOTIVATION
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PRIMARY MOTIVATIONS (MEN)
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PRIMARY MOTIVATIONS (WOMEN)
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COMPLETION IS IN TOP 3 ACROSS ALL SEGMENTS
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POLARIZATION
Female gamers are more
polarized about what they
want.
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SIDE BY SIDE COMPARISON
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COMPARING THE DELTA
2.5x5.7x
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COMPARING CUMULATIVE COVERAGE
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VARIANCE
There’s a practical reason for
understanding variance
among motivations.
It’s directly related to
audience coverage.
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WE CAN SUMMARIZE A DISTRIBUTION WITH THE MEAN
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BUT ANOTHER IMPORTANT ASPECT IS THE VARIANCE
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THE SMALLER THE VARIANCE, THE EASIER TO ACHIEVE COVERAGE
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LESS VARIANCE = MORE COVERAGE
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DESIGN RUBRICS
Let’s visualize appeal and
volatility at the same time.
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MALE GAMERS
The most popular motivations
are also the most volatile.
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FEMALE GAMERS
Relative to the men, far more
consistency and stability.
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HISTORICAL ACCIDENTS
Some genres may be
accidental combinations of
orthogonal motivations.
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PIVOT POINTS
GameTitles/Franchises
Gaming Motivations
Demographic Variables
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IDLE CLICKERS GAMER TYPE %
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Most Important
Motivations
1) Completion
2) Power
Least Important
Motivations
1) Excitement
2) Fantasy
3) Story
IDLE CLICKER AUDIENCE PROFILE
Other Popular
Games
• Diablo III
• Fallout 4
• The Elder Scrolls Online
• EVE Online
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GAMER MOTIVATION MODEL
Action“Boom!”
Social“Let’s Play”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
Mastery“Let Me Think”
Achievement“I Want More”
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete Missions.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
Immersion“Once Upon a Time”
Creativity“What If?”
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
StoryElaborate plot,
characters.
DiscoveryExplore. Tinker.
Experiment.
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UNEXPECTED SEGMENTS
Bridges between clusters can
occur in underlying player
segments.
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STRATEGY + STORY
Action“Boom!”
Social“Let’s Play”
DestructionGuns. Explosives.
Chaos. Mayhem.
CompetitionDuels. Matches.
High on Ranking.
ExcitementFast-Paced. Action.
Surprises. Thrills.
CommunityBeing on Team.
Chatting. Interacting.
Mastery“Let Me Think”
Achievement“I Want More”
ChallengePractice. High
Difficulty. Challenges.
CompletionGet All Collectibles.
Complete Missions.
StrategyThinking Ahead.
Making Decisions.
PowerPowerful Character.
Powerful Equipment.
Immersion“Once Upon a Time”
Creativity“What If?”
FantasyBeing someone else,
somewhere else.
DesignExpression.
Customization.
StoryElaborate plot,
characters.
DiscoveryExplore. Tinker.
Experiment.
![Page 64: THE ANATOMY OF GAMER MOTIVATIONS - Quantic Foundry...GAMIFICATION Competition, often found in gamification mechanic lists, is likely a poor motivator for most corporate employees above](https://reader035.vdocument.in/reader035/viewer/2022081618/609de618e48b6e097249bcd9/html5/thumbnails/64.jpg)
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We used social
network analysis to
find the predictors of
guild longevity in
World of Warcraft.
We used surveys and
factor analysis to
identify and quantify
the primary
motivations of gamers.
We used machine
learning methods to
infer a person’s age,
gender, and
personality from
their in-game
behavior.
At Ubisoft, we
developed new
methods for behavior
segmentation and
understanding the
player journey.