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In recent years, the Multiplayer Online Battle Arena (MOBA) game is getting more popular on mobile devices because of the popularity of high-end mobile phones. The number of players is also increasing as well. This study will discuss the crucial factors that affect player’s willingness to play MOBA games. The results can be used as a reference for game developers in the future development. This study mainly uses the questionnaire survey method to collect the player's experience in the game, motivation to participate in the game, and traits of the player. There are 134 valid questionnaires in total, and analyzed by statistically methods. In order to find out what are the crucial factors that affect a player’s willingness to play MOBA games and the distribution of player’s population, this study will focus on two sides, namely player’s side and game company’s side. On the player’s side, this study focuses on the factors of "Motivation of participation", "Immersion" and "Addiction". On the game company’s side, this study focuses on the factors of "The degree of influence of game publishers" and "The degree of influence of others "(YouTuber and live streaming)", and "The degree of influence of the community". Based on the results of the questionnaire analysis, this study found that the "The degree of influence of others "(YouTuber and live streaming)" and "The degree of influence of the community" have significant impacts on the player's willingness to play MOBA games. This study did not find any personal traits can have significant impact on a player's willingness. In terms of demographic factors, gender makes a subtle difference between personal factors like "Motivation of participation", "Addiction" and "Immersion". On the contrary, gender makes a big difference when it comes to factors of "significant others", "Marketing influence from game company" and "Social community influence". This study also shows that female players are less affected by others (YouTuber and live streaming) and game publishers than male players. Based on the aforementioned results, we would suggest that game makers use different marketing strategy in order to increase the number of female players. For other demographic variables such as age, occupation, and player's seniority, there is no significant difference between the "personal factors" and "game players, significant others, and community influences". Based on the research findings, this study will propose some practical suggestions.
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