Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)
Индивидуальные различия в мотивах, предпочтениях и патологии, связанной с видеоиграми: шкалы установок, мотивов и опыта, связанного с видеоиграми (GAMES)
2013-01-01
SCID: 54.1/rp3g55k5
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Gaming Attitudes, Motives, and Experiences Scalesconfirmatory factor analysisexploratory factor analysispathological game usevideo game motives
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Abstract (AI)
A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.
Key Findings
1
Escapism, using games as a social outlet, and positive attitudes toward accumulating in-game rewards were significantly associated with pathological game use.
2
GAMES factors reliably discriminated players’ preferences for different games, including Super Mario Brothers versus Call of Duty.
3
The GAMES measure identified nine dimensions of video-game motives, preferences, and experiences through exploratory factor analysis.
4
The measure identifies individual preferences and motives relevant to evaluating games and understanding risk factors for pathological video-game use.
5
The nine-factor structure showed excellent fit in confirmatory factor analysis.
Research Object
video game use and players
Research Subject
individual gaming preferences and motives, and their associations with pathological game use
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2013-01-01
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