Abstract An empirical model of player motivations in online games provides the foundation to
understanding and assessing how players differ from one another and how motivations of play relate to age, gender, usage patterns and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into 3 overarching components (Achievement, Social, and Immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.