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Video Game Uses and Gratifications as Predictors of Use and Game Preference
Unformatted Document Text:  Video game U&G 18 gratifications (R = .37, p <.01) with one significant positive predictor of liking Traditional games being Challenge ( β = .42; p < .01), and two significant negative predictors Social Interaction ( β = -.28; p < .01), and Fantasy ( β = -.22; p < .01). Liking of games in the Physical Enactment genre cluster was also related to uses and gratifications (R = .47; p <.01) with significant predictors of liking Physical Enactment games being Competition ( β = .21; p < .01) and Social Interaction ( β = .19; p < .01). Patterns of relationships among game genres and uses and gratifications items are mirrored for the analysis of players only (see Table 8). However, analysis of non-players results in different relationships (see Table 9). Traditional game liking was related to uses and gratifications (R = .42, p <.01) with one significant positive predictor of liking Traditional games being Challenge ( β = .52; p < .01), and one significant negative predictor Fantasy ( β = -.24; p < .01). Liking games in the Physical Enactment genre cluster was also related to uses and gratifications (R = .39; p <.01) with only one significant predictor being Arousal ( β = .28; p < .05). Imagination game liking was related to uses and gratifications for non-players (R = .48; p <.01) with the only predictors of liking Imagination games being Challenge ( β = .26; p < .05). Discussion From the early years of mass communication research, scholars have held that media use is purposeful and that the key to understanding media effects lies in understanding the reasons that people use media (Blumer, 1933; Herzog, 1944). In a seminal work in the field, Schramm, Lyle, and Parker (1961) wrote, “In order to understand television’s impact and effect of children, we have first to get away from the unrealistic concept of what television does to children and substitute the concept of what children do with television.” (p. 169) The present studies move us

Authors: Sherry, John. and Lucas, Kristen.
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Video game U&G 18
gratifications (R = .37, p <.01) with one significant positive predictor of liking Traditional games
being Challenge (
β
= .42; p < .01), and two significant negative predictors Social Interaction (
β
=
-.28; p < .01), and Fantasy (
β
= -.22; p < .01). Liking of games in the Physical Enactment genre
cluster was also related to uses and gratifications (R = .47; p <.01) with significant predictors of
liking Physical Enactment games being Competition (
β
= .21; p < .01) and Social Interaction (
β
= .19; p < .01).
Patterns of relationships among game genres and uses and gratifications items are
mirrored for the analysis of players only (see Table 8). However, analysis of non-players results
in different relationships (see Table 9). Traditional game liking was related to uses and
gratifications (R = .42, p <.01) with one significant positive predictor of liking Traditional games
being Challenge (
β
= .52; p < .01), and one significant negative predictor Fantasy (
β
= -.24; p <
.01). Liking games in the Physical Enactment genre cluster was also related to uses and
gratifications (R = .39; p <.01) with only one significant predictor being Arousal (
β
= .28; p <
.05). Imagination game liking was related to uses and gratifications for non-players (R = .48; p
<.01) with the only predictors of liking Imagination games being Challenge (
β
= .26; p < .05).
Discussion
From the early years of mass communication research, scholars have held that media use
is purposeful and that the key to understanding media effects lies in understanding the reasons
that people use media (Blumer, 1933; Herzog, 1944). In a seminal work in the field, Schramm,
Lyle, and Parker (1961) wrote, “In order to understand television’s impact and effect of children,
we have first to get away from the unrealistic concept of what television does to children and
substitute the concept of what children do with television.” (p. 169) The present studies move us


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