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Video Game Uses and Gratifications as Predictors of Use and Game Preference |
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Abstract:
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Two studies were conducted to understand the reasons for video game play and how those reasons relate to amount and patterns of use. In the first study, we conducted focus groups (n=96), then used Likert scale development methodology to create a scale for measuring video game play motivations derived from the focus groups. The second study relates those motivations to patterns of video game genre preferences and amount of game use in a survey (n=550). Results show that video game uses and gratifications are a strong predictor of video game use and of genre preferences among games. Patterns of different game preference and hours of use between players and non-players are examined. |
Most Common Document Word Stems:
game (255), video (144), use (130), play (98), gratif (82), like (59), p (58), player (50), genr (49), g (48), 01 (42), u (42), media (40), research (39), social (37), studi (36), item (32), analysi (31), r (29), scale (28), factor (28), |
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Association:
Name: International Communication Association URL: http://www.icahdq.org
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Citation:
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MLA Citation:
| Sherry, John. and Lucas, Kristen. "Video Game Uses and Gratifications as Predictors of Use and Game Preference" Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA, May 27, 2003 <Not Available>. 2009-05-26 <http://www.allacademic.com/meta/p111471_index.html> |
APA Citation:
| Sherry, J. and Lucas, K. , 2003-05-27 "Video Game Uses and Gratifications as Predictors of Use and Game Preference" Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA Online <.PDF>. 2009-05-26 from http://www.allacademic.com/meta/p111471_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Review Method: Peer Reviewed Abstract: Two studies were conducted to understand the reasons for video game play and how those reasons relate to amount and patterns of use. In the first study, we conducted focus groups (n=96), then used Likert scale development methodology to create a scale for measuring video game play motivations derived from the focus groups. The second study relates those motivations to patterns of video game genre preferences and amount of game use in a survey (n=550). Results show that video game uses and gratifications are a strong predictor of video game use and of genre preferences among games. Patterns of different game preference and hours of use between players and non-players are examined. |
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| Document Type: |
.PDF |
| Page count: |
37 |
| Word count: |
8228 |
| Text sample: |
| Video game U&G 1 Running Head: VIDEO GAME U&G Video Game Uses and Gratifications as Predictors of Use and Game Preference John Sherry and Kristen Lucas Purdue University Correspondence concerning this article should be addressed to the first author at the Department of Communication Purdue University 1366 LAEB 2114 West Lafayette Indiana 47907. Email may be sent to jsherry@sla.purdue.edu. Video game U&G 2 Abstract Two studies were conducted to understand the reasons for video game play and how those |
| or resulting in problem-solving behavior Differential patterns of actual and 7 media consumption both behavior categories 8 Differential patterns of other behavior giving Differential patterns of 9 gratifications or non- and possibly affecting gratifications The individual's combination of 10 intra- and extra-individual as well as ultimately characteristics The media structure and other social 11 political cultural and economic structures in society Figure 1. Uses and Gratifications Paradigm (adapted from Rosengren 1974) |
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