THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION
Autor(a) principal: | |
---|---|
Data de Publicação: | 2022 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Marketing & Tourism Review |
Texto Completo: | https://revistas.face.ufmg.br/index.php/mtr/article/view/6783 |
Resumo: | The aim of this paper is to identify the profile of the Brazilian player of League of legends by understanding the motivations that lead them to play. The video games industry is a growing market with the potential to provide interest insights to the field of consumer research. League of Legends is a MOBA game developed by Riot Games in 2009 and had over 100 monthly players in 2016. We used a quantitative approach to achieve the research goal. The Digital Games Motivation Scale (DGMS) was applied in a survey with 240 players. PLS-SEM was utilized to identify how this motivation affect the behavior of the players. We found that pastime, performance, habit and agency were the most important motives for the players and motivation has a greater impact when it comes to the number of hours the player spends on the game daily, the number of matches they play daily, the interest they have in buying game items with real money and the number of matches they play daily. Finally, the limitations of the study and suggestions for future research are presented. |
id |
UFMG-16_df4d10df6acf795d9706fb48ee82dad5 |
---|---|
oai_identifier_str |
oai:ojs.pkp.sfu.ca:article/6783 |
network_acronym_str |
UFMG-16 |
network_name_str |
Marketing & Tourism Review |
repository_id_str |
|
spelling |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATIONEL JUGADOR BRASILEÑO DE LEAGUE OF LEGENDS: PERFIL Y MOTIVACIÓN DE JUGARO JOGADOR BRASILEIRO DE LEAGUE OF LEGENDS: PERFIL E MOTIVAÇÃO DE JOGARLeague of LegendsMotivación para jugarPLS-SEMLeague of LegendsMotivação para JogarPLS-SEMLeague of LegendsMotivation to PLayPLS-SEMThe aim of this paper is to identify the profile of the Brazilian player of League of legends by understanding the motivations that lead them to play. The video games industry is a growing market with the potential to provide interest insights to the field of consumer research. League of Legends is a MOBA game developed by Riot Games in 2009 and had over 100 monthly players in 2016. We used a quantitative approach to achieve the research goal. The Digital Games Motivation Scale (DGMS) was applied in a survey with 240 players. PLS-SEM was utilized to identify how this motivation affect the behavior of the players. We found that pastime, performance, habit and agency were the most important motives for the players and motivation has a greater impact when it comes to the number of hours the player spends on the game daily, the number of matches they play daily, the interest they have in buying game items with real money and the number of matches they play daily. Finally, the limitations of the study and suggestions for future research are presented.El propósito de este artículo es identificar el perfil del jugador brasileño de League of Legends entendiendo las motivaciones que lo llevan a jugar. La industria de los videojuegos es un mercado en crecimiento con el potencial de proporcionar información sobre el campo de la investigación del consumidor. League of Legends es un juego MOBA desarrollado por Riot Games en 2009 y tenía más de 100 jugadores mensuales en 2016. Utilizamos un enfoque cuantitativo para lograr el objetivo de la investigación. La Escala de Motivación de Juegos Digitales (DGMS) se aplicó en una encuesta con 240 jugadores. Se utilizó PLS-SEM para identificar cómo esta motivación afecta el comportamiento de los jugadores. Descubrimos que el pasatiempo, el rendimiento, el hábito y la agencia son las razones más importantes para los jugadores y la motivación tiene un mayor impacto cuando se trata de la cantidad de horas que el jugador pasa en el juego diariamente, la cantidad de juegos que juega diariamente, el interés en comprar artículos en el juego con dinero real y la cantidad de juegos que juegan diariamente. Finalmente, se presentan las limitaciones del estudio y sugerencias para futuras investigaciones.O objetivo deste artigo é identificar o perfil do jogador brasileiro de League of Legends por meio do entendimento das motivações que o levam a jogar. A indústria de videogames é um mercado em crescimento com potencial para fornecer percepções de interesse para o campo de pesquisa do consumidor. League of Legends é um jogo MOBA desenvolvido pela Riot Games em 2009 e teve mais de 100 jogadores mensais em 2016. Usamos uma abordagem quantitativa para atingir o objetivo da pesquisa. A Digital Games Motivation Scale (DGMS) foi aplicada em uma pesquisa com 240 jogadores. O PLS-SEM foi utilizado para identificar como essa motivação afeta o comportamento dos jogadores. Descobrimos que passatempo, desempenho, hábito e agência são os motivos mais importantes para os jogadores e a motivação tem um impacto maior quando se trata do número de horas que o jogador passa no jogo diariamente, do número de partidas que joga diariamente, do interesse em comprar itens do jogo com dinheiro real e o número de partidas que jogam diariamente. Por fim, são apresentadas as limitações do estudo e sugestões para pesquisas futuras.Federal University of Minas Gerais2022-06-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://revistas.face.ufmg.br/index.php/mtr/article/view/6783Marketing & Tourism Review; v. 7 n. 1 (2022): vol.7, n. 1, 2022Marketing & Tourism Review; Vol. 7 No. 1 (2022): vol.7, n. 1, 20222525-81762525-817610.29149/mtr.v7i1reponame:Marketing & Tourism Reviewinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGenghttps://revistas.face.ufmg.br/index.php/mtr/article/view/6783/3708Copyright (c) 2022 Lucas Emmanuel Nascimento Silva, Patrick Wendell Lessa, Rebeca da Rocha Grangeirohttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSilva, Lucas Emmanuel NascimentoLessa, Patrick WendellGrangeiro, Rebeca da Rocha2022-06-01T22:12:24Zoai:ojs.pkp.sfu.ca:article/6783Revistahttps://revistas.face.ufmg.br/index.php/mtrPUBhttps://revistas.face.ufmg.br/index.php/mtr/oaimkt.tourism.review@gmail.com||mg.ufmg@gmail.com2525-81762525-8176opendoar:2022-06-01T22:12:24Marketing & Tourism Review - Universidade Federal de Minas Gerais (UFMG)false |
dc.title.none.fl_str_mv |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION EL JUGADOR BRASILEÑO DE LEAGUE OF LEGENDS: PERFIL Y MOTIVACIÓN DE JUGAR O JOGADOR BRASILEIRO DE LEAGUE OF LEGENDS: PERFIL E MOTIVAÇÃO DE JOGAR |
title |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION |
spellingShingle |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION Silva, Lucas Emmanuel Nascimento League of Legends Motivación para jugar PLS-SEM League of Legends Motivação para Jogar PLS-SEM League of Legends Motivation to PLay PLS-SEM |
title_short |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION |
title_full |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION |
title_fullStr |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION |
title_full_unstemmed |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION |
title_sort |
THE BRAZILIAN PLAYER OF LEAGUE OF LEGENDS: PROFILE AND PLAYING MOTIVATION |
author |
Silva, Lucas Emmanuel Nascimento |
author_facet |
Silva, Lucas Emmanuel Nascimento Lessa, Patrick Wendell Grangeiro, Rebeca da Rocha |
author_role |
author |
author2 |
Lessa, Patrick Wendell Grangeiro, Rebeca da Rocha |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Silva, Lucas Emmanuel Nascimento Lessa, Patrick Wendell Grangeiro, Rebeca da Rocha |
dc.subject.por.fl_str_mv |
League of Legends Motivación para jugar PLS-SEM League of Legends Motivação para Jogar PLS-SEM League of Legends Motivation to PLay PLS-SEM |
topic |
League of Legends Motivación para jugar PLS-SEM League of Legends Motivação para Jogar PLS-SEM League of Legends Motivation to PLay PLS-SEM |
description |
The aim of this paper is to identify the profile of the Brazilian player of League of legends by understanding the motivations that lead them to play. The video games industry is a growing market with the potential to provide interest insights to the field of consumer research. League of Legends is a MOBA game developed by Riot Games in 2009 and had over 100 monthly players in 2016. We used a quantitative approach to achieve the research goal. The Digital Games Motivation Scale (DGMS) was applied in a survey with 240 players. PLS-SEM was utilized to identify how this motivation affect the behavior of the players. We found that pastime, performance, habit and agency were the most important motives for the players and motivation has a greater impact when it comes to the number of hours the player spends on the game daily, the number of matches they play daily, the interest they have in buying game items with real money and the number of matches they play daily. Finally, the limitations of the study and suggestions for future research are presented. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-06-01 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistas.face.ufmg.br/index.php/mtr/article/view/6783 |
url |
https://revistas.face.ufmg.br/index.php/mtr/article/view/6783 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://revistas.face.ufmg.br/index.php/mtr/article/view/6783/3708 |
dc.rights.driver.fl_str_mv |
https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
https://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Federal University of Minas Gerais |
publisher.none.fl_str_mv |
Federal University of Minas Gerais |
dc.source.none.fl_str_mv |
Marketing & Tourism Review; v. 7 n. 1 (2022): vol.7, n. 1, 2022 Marketing & Tourism Review; Vol. 7 No. 1 (2022): vol.7, n. 1, 2022 2525-8176 2525-8176 10.29149/mtr.v7i1 reponame:Marketing & Tourism Review instname:Universidade Federal de Minas Gerais (UFMG) instacron:UFMG |
instname_str |
Universidade Federal de Minas Gerais (UFMG) |
instacron_str |
UFMG |
institution |
UFMG |
reponame_str |
Marketing & Tourism Review |
collection |
Marketing & Tourism Review |
repository.name.fl_str_mv |
Marketing & Tourism Review - Universidade Federal de Minas Gerais (UFMG) |
repository.mail.fl_str_mv |
mkt.tourism.review@gmail.com||mg.ufmg@gmail.com |
_version_ |
1798321034103881728 |