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Video Game Uses and Gratifications as Predictors of Use and Game Preference
Unformatted Document Text:  Video game U&G 17 Enactment (r = .19; p < .01) genre clusters. Analysis of Players only resulted in an identical pattern of relationships. Uses and Gratifications. Among all respondents, the most frequently reported reason for using video games were for Challenge (M = 4.40), Arousal (M = 3.63), and Diversion (M = 3.44) (see Table 6). Mean comparison t-tests were conducted to determine whether video game uses and gratifications differed between players and non-players. Across all six uses and gratifications, the mean rating was significantly higher for players than non-players, with the most pronounced difference was in Social Interaction. Cohen’s d effect sizes were in the moderate to large range of magnitude. H1 predicts that uses and gratifications variables will predict amount of time spent playing video games. Linear multiple regression was run to determine if uses and gratifications could predict total hours played. Overall, the uses and gratifications variables were a strong predictor of time spent playing video games (R = .53; p <.01) (see Table 7). Diversion ( β = .28; p < .01) and Social Interaction ( β = .25; p < .01) were the most important predictors of time spent playing video games. The same pattern was found in an analysis of players only. H2 predicts that uses and gratifications will be correlated with liking of various video game genres. Table 7 also shows relationships among uses and gratifications and the respondents’ liking of each of the game clusters. Imagination game liking was related to uses and gratifications (R = .50; p <.01) with the strongest positive predictors of liking Imagination games being Fantasy ( β = .25; p < .01), Challenge ( β = .22; p < .01), Social Interaction ( β = .15; p < .01), and Arousal ( β = .13; p < .05) and the strongest negative predictors of liking Imagination genre games was Competition ( β = -.20; p < .01). Traditional game liking was related to uses and

Authors: Sherry, John. and Lucas, Kristen.
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Video game U&G 17
Enactment (r = .19; p < .01) genre clusters. Analysis of Players only resulted in an identical
pattern of relationships.
Uses and Gratifications. Among all respondents, the most frequently reported reason for
using video games were for Challenge (M = 4.40), Arousal (M = 3.63), and Diversion (M = 3.44)
(see Table 6). Mean comparison t-tests were conducted to determine whether video game uses
and gratifications differed between players and non-players. Across all six uses and
gratifications, the mean rating was significantly higher for players than non-players, with the
most pronounced difference was in Social Interaction. Cohen’s d effect sizes were in the
moderate to large range of magnitude.
H1 predicts that uses and gratifications variables will predict amount of time spent
playing video games. Linear multiple regression was run to determine if uses and gratifications
could predict total hours played. Overall, the uses and gratifications variables were a strong
predictor of time spent playing video games (R = .53; p <.01) (see Table 7). Diversion (
β
= .28; p
< .01) and Social Interaction (
β
= .25; p < .01) were the most important predictors of time spent
playing video games. The same pattern was found in an analysis of players only.
H2 predicts that uses and gratifications will be correlated with liking of various video
game genres. Table 7 also shows relationships among uses and gratifications and the
respondents’ liking of each of the game clusters. Imagination game liking was related to uses and
gratifications (R = .50; p <.01) with the strongest positive predictors of liking Imagination games
being Fantasy (
β
= .25; p < .01), Challenge (
β
= .22; p < .01), Social Interaction (
β
= .15; p <
.01), and Arousal (
β
= .13; p < .05) and the strongest negative predictors of liking Imagination
genre games was Competition (
β
= -.20; p < .01). Traditional game liking was related to uses and


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