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Video Game Uses and Gratifications as Predictors of Use and Game Preference
Unformatted Document Text:  Video game U&G 2 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.

Authors: Sherry, John. and Lucas, Kristen.
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Video game U&G 2
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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