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Video Game Uses and Gratifications as Predictors of Use and Game Preference
Unformatted Document Text:  Video game U&G 21 $200 for a gaming system and $40 for each game that they want to play. The costs are even higher for computer game players, who need to purchase a more high-powered, graphics- intensive system than the average computer user. Further, unlike television viewers for whom a wide variety of content is delivered to their home for free, gamers must purchase each game. As such, they are less likely to expose themselves to content that they are not sure will give them the gratification that they are seeking. These results indicate that game users sort themselves by the types of pleasures a game genre offers. The next step in this research project will be to determine what factors influence the decision to use one game genre over another. Do certain personality types prefer certain types of gratifications (and therefore games)? Are there age and/or sex differences in the use of games? These types of investigations are likely to provide a clearer picture of why people use video games and provide a basis for theorizing about the effects the games may have on them.

Authors: Sherry, John. and Lucas, Kristen.
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Video game U&G 21
$200 for a gaming system and $40 for each game that they want to play. The costs are even
higher for computer game players, who need to purchase a more high-powered, graphics-
intensive system than the average computer user. Further, unlike television viewers for whom a
wide variety of content is delivered to their home for free, gamers must purchase each game. As
such, they are less likely to expose themselves to content that they are not sure will give them the
gratification that they are seeking.
These results indicate that game users sort themselves by the types of pleasures a game
genre offers. The next step in this research project will be to determine what factors influence the
decision to use one game genre over another. Do certain personality types prefer certain types of
gratifications (and therefore games)? Are there age and/or sex differences in the use of games?
These types of investigations are likely to provide a clearer picture of why people use video
games and provide a basis for theorizing about the effects the games may have on them.


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