Research Article

The Relationship between Player’s Value Systems and Their In-Game Behavior in a Massively Multiplayer Online Role-Playing Game

Table 3

In-game behavior in Ghost II.

VariablesDescription

(1)Time playedAmount of time (minutes) logged onto the game since the character was created
(2)ConsumptionAmount of real money (China Yuan) spent in game for virtual items since the character was created
(3)Character levelLevel of current character
(4)Magic stone levelLevel of magic stone, an item for enhancing equipment
(5)Character ability scoreReflecting comprehensive ability of character
(6)Achievement PointTotal number of achievements player has completed
(7)Ranking of ability among friendsRanking among the friends list player added
(8)Equipment scoreSum of all equipment item scores
(9)Ability PracticeNumber of times player has leveled up character skill and ability
(10)Number of friendsTotal number of present friends added
(11)Goodwill pointGaining through grouping and helping lower level player
(12)Guild levelLevel of guild belonged to
(13)Guild pointContribution to guild by finishing quest or activities
(14)Dueling pointNumber of winning in duel with players
(15)Player killing pointNumber of killing other player maliciously
(16)Battleground scoreGaining through Killing against other player and winning a battle in battleground
(17)Pet scorePet is a little functional but largely decorative companion
(18)House scoreReflecting player house’s construction that is mainly for decorating and vanity
(19)Narrative pointCount of completing main storyline quests
(20)MarriageMarried or not
(21)MentorshipIn a mentorship or not
(22)Character ClassCharacter class participant chooses