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Video Game Uses and Gratifications as Predictors of Use and Game Preference
Unformatted Document Text:  Video game U&G 24 Techniques in Human Communication Research. New York: Academic Press. Hunter, J., & Gerbing, D. W. (1982). Unidimensional measurement, second order factor analysis, and causal models. Research in Organizational Behavior, 4, 267-320. Interactive Digital Software Association. (n.d.). Ten facts about the computer and video game industry: What you may not know could surprise you. Retrieved January 9, 2002, from http://www.idsa.com/IDSA_Top_Ten.pdf Irwin, A. R., & Gross, A. M. (1995). Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of Family Violence, 10(3), 337-350. Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Utilization of mass communication by the individual. In J. G. Blumler & E. Katz (Eds.), The uses of mass communications: Current perspectives of gratifications research (pp. 19-32). Beverly Hills, CA: Sage. Levi-Strauss, C. (1995). Myth and meaning. New York: Schocken Books. Likert, R. (1932). A technique for the measurement of attitudes. Archives of Psychology, 55, 140. Menon, G. (1994). Judgments of behavioral frequencies: Memory search and retrieval strategies. In N. Schwarz & S. Sudman (Eds.), Autobiographical memory and the validity of retrospective reports (pp. 161-172). New York: Springer-Verlag. Morgan, D. L. (1997). Focus groups as qualitative research. Thousand Oaks, CA: Sage. Nunnally, J. C. (1978). Psychometric theory. New York : McGraw-Hill. Palmgreen, P. C., Wenner, L. A., & Rosengren, K. E. (1985). Uses and gratifications research: The past ten years. In K. E. Rosengren & L. A. Wenner & P. C. Palmgreen (Eds.), Uses and gratifications research: Current perspectives (pp. 11-37). Beverly Hills, CA: Sage.

Authors: Sherry, John. and Lucas, Kristen.
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Video game U&G 24
Techniques in Human Communication Research. New York: Academic Press.
Hunter, J., & Gerbing, D. W. (1982). Unidimensional measurement, second order factor
analysis, and causal models. Research in Organizational Behavior, 4, 267-320.
Interactive Digital Software Association. (n.d.). Ten facts about the computer and video game
industry: What you may not know could surprise you. Retrieved January 9, 2002, from
http://www.idsa.com/IDSA_Top_Ten.pdf
Irwin, A. R., & Gross, A. M. (1995). Cognitive tempo, violent video games, and aggressive
behavior in young boys. Journal of Family Violence, 10(3), 337-350.
Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Utilization of mass communication by the
individual. In J. G. Blumler & E. Katz (Eds.), The uses of mass communications: Current
perspectives of gratifications research (pp. 19-32). Beverly Hills, CA: Sage.
Levi-Strauss, C. (1995). Myth and meaning. New York: Schocken Books.
Likert, R. (1932). A technique for the measurement of attitudes. Archives of Psychology, 55,
140.
Menon, G. (1994). Judgments of behavioral frequencies: Memory search and retrieval
strategies. In N. Schwarz & S. Sudman (Eds.), Autobiographical memory and the validity
of retrospective reports (pp. 161-172). New York: Springer-Verlag.
Morgan, D. L. (1997). Focus groups as qualitative research. Thousand Oaks, CA: Sage.
Nunnally, J. C. (1978). Psychometric theory. New York : McGraw-Hill.
Palmgreen, P. C., Wenner, L. A., & Rosengren, K. E. (1985). Uses and gratifications research:
The past ten years. In K. E. Rosengren & L. A. Wenner & P. C. Palmgreen (Eds.), Uses
and gratifications research: Current perspectives (pp. 11-37). Beverly Hills, CA: Sage.


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