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Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)
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 enth...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2013
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3766857/ https://www.ncbi.nlm.nih.gov/pubmed/24058355 http://dx.doi.org/10.3389/fpsyg.2013.00608 |
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author | Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. |
author_facet | Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. |
author_sort | Hilgard, Joseph |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-3766857 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2013 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-37668572013-09-20 Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. Front Psychol Psychology 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. Frontiers Media S.A. 2013-09-09 /pmc/articles/PMC3766857/ /pubmed/24058355 http://dx.doi.org/10.3389/fpsyg.2013.00608 Text en Copyright © 2013 Hilgard, Engelhardt and Bartholow. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) |
title | Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) |
title_full | Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) |
title_fullStr | Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) |
title_full_unstemmed | Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) |
title_short | Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) |
title_sort | individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (games) |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3766857/ https://www.ncbi.nlm.nih.gov/pubmed/24058355 http://dx.doi.org/10.3389/fpsyg.2013.00608 |
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