Motivations of Play
I think that though Yee does achieve finding 10 of the correct motivations in categorizing why players play [Yee 4-5], but I think he is missing a prime component: fulfillment. Achievement is similar to fulfillment but I would say ultimately different because achievement is more about completing goals whereas fulfillment is actualization of those goals or aspirations. I think that the research could be furthered by considering even more MMO games [et. al. 3-4] and even just online games in general. What is the motivation for casual players of non MMOs? The motivation to play MMOs can be seen through other games and not just the narrow lens of MMOs. It is like looking to thermodynamics to inform economics; sometimes theories apply from other disciplines that the researchers may not even have considered before.
Yee, N. (2007). Motivations of Play in Online Games. Journal of CyberPsychology and Behavior, 9, 772-775. http://www.nickyee.com/pubs/Yee%20-%20Motivations%20(2007).pdf
Nick Yee et. al. “Virtual Worlds Round Table” Journal of Virtual Worlds. Found at: http://journals.tdl.org/jvwr/article/view/505/435
Making the Group Smarter than the Individual
Games make “smart tools” out of people [Gee, 8] by forcing them to engage in more than just one specialization while completing a task. Having to worry about several different feeds of information simultaneously requires one to do the work of several. When there is a team of people coming together to work towards a unified goal, each person can focus on being more efficient at several tasks and also be cross-checked by other individuals which is an opportunity that does not arise when working only by one’s self. Playing games helps stimulate all of this because through playing a game users have to optimize their play-style (i.e. be more efficient) and be able to manage data feeds that effect decisions that can and should be made during gameplay. Especially looking at team games, the group becomes smarter than the smartest individual because there is a pooling of knowledge, skill, and expertise that many people can call upon and works of off synergy.
Gee, N. (2009). Games, learning, and 21st century survival skills. Journal of Virtual Worlds, 2 (no.1), 772-775. https://journals.tdl.org/jvwr/article/view/623/468