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motivated when they play a particular online game. This research is more focus on
the orientation of different age groups from 5th grader to college students
perceptions using uses-and-gratifications view. Results from the study suggest that in
different age groups, there are difference in how they are motivated from the 5th
grader to college students the common motivation to use online game are challenge
and competition in the game where the game must be challenging for the user itself
and could use as competition to beat others in the game but there are some difference
in these age group for example the 5th grader is strongest motivated by fantasy wher e
the game can do things that cannot be done in real life. Where the motivation shift
when they are 8th and 11th graders as competition is key motivator and the need for
social interaction is strongest for the college age group. (Greenberg, Sherry, Lachlan,
Lucas, & Holmstrom, 2010). This research expresses that user progress with their
motivation towards the acceptance and different age groups have different key
motivations and what drives users keep on shifting to how they perceived things in
their life.
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