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Video Game Uses and Gratifications as Predictors of Use and Game Preference
Unformatted Document Text:  Video game U&G 14 R3: Does use, genre preference, and reasons for using video games differ between players and non-players? Predications can also be advanced based on the uses and gratifications model. According to the uses and gratifications model (see Figure 1): H1: Uses and gratifications will be correlated with amount of time playing video games. H2: Uses and gratifications will be correlated with genre preference. Method Survey data were collected from two Midwest universities. Only fully completed surveys were included, resulting in a total of 550 usable cases. The mean age was 19.68 years old (range = 18 to 23). This sample age represents a particularly salient cohort because they are the first generation to grow up with video games. Gender distribution of respondents was 58.4% female (n = 321) and 41.6% male (n = 229). Most of the respondents were Freshmen (43%) and Sophomores (26%), while the fewest were Juniors (19%) and Seniors (12%). The survey contained three main scales which measured: 1) respondents liking of various video game genres, 2) amount of hours played in various dayparts during the typical week, and 3) uses and gratifications of video game play. In order to measure favorite game genres, respondents were asked to rate how much they like a series of video game genres on a scale from 0 to 6, with 0 indicating that they were not familiar with the genre, 1 indicating that they dislike the genre strongly, and 6 indicating that they like the genre strongly. These genres were developed by consulting video game playing magazines and websites, then pretested with a sample of undergraduate students (n = 120) for clarity and to ascertain whether the categories were mutually exclusive. The genres included: Strategy, Puzzle, Fantasy-Role Playing, Action- Adventure, Sports, Sims, Racing-Speed, Shooters, Fighters, Arcade, Card-Dice, Quiz-Trivia, and

Authors: Sherry, John. and Lucas, Kristen.
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Video game U&G 14
R3: Does use, genre preference, and reasons for using video games differ between players
and non-players?
Predications can also be advanced based on the uses and gratifications model. According to the
uses and gratifications model (see Figure 1):
H1: Uses and gratifications will be correlated with amount of time playing video games.
H2: Uses and gratifications will be correlated with genre preference.
Method
Survey data were collected from two Midwest universities. Only fully completed surveys
were included, resulting in a total of 550 usable cases. The mean age was 19.68 years old (range
= 18 to 23). This sample age represents a particularly salient cohort because they are the first
generation to grow up with video games. Gender distribution of respondents was 58.4% female
(n = 321) and 41.6% male (n = 229). Most of the respondents were Freshmen (43%) and
Sophomores (26%), while the fewest were Juniors (19%) and Seniors (12%).
The survey contained three main scales which measured: 1) respondents liking of various
video game genres, 2) amount of hours played in various dayparts during the typical week, and 3)
uses and gratifications of video game play. In order to measure favorite game genres, respondents
were asked to rate how much they like a series of video game genres on a scale from 0 to 6, with
0 indicating that they were not familiar with the genre, 1 indicating that they dislike the genre
strongly, and 6 indicating that they like the genre strongly. These genres were developed by
consulting video game playing magazines and websites, then pretested with a sample of
undergraduate students (n = 120) for clarity and to ascertain whether the categories were
mutually exclusive. The genres included: Strategy, Puzzle, Fantasy-Role Playing, Action-
Adventure, Sports, Sims, Racing-Speed, Shooters, Fighters, Arcade, Card-Dice, Quiz-Trivia, and


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