This study examines the relationship between player�s value systems and their actions in playing a massively multiplayer online\nrole-playing game. Online survey data from 1,577 players were paired with their behavioral metrics within the game. A number\nof correlations were found between the scores of value system and the in-game metrics. Participants that scored high on the Red\nvalue system tend to spend more real money in the game, level up their character and ability as quickly as possible, and seek\nother achievements in the forms offered by game world. These characteristics for fun, power, and immediate gratification are also\npredicted by the Red value system. The finding provides valuable information on how to better design, evaluate, and understand\nenjoyment in games. The results also show the possibility of using the game as a platform in inferring players� value systems and in\ntraining people to develop certain skills
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