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Video Game Uses and Gratifications as Predictors of Use and Game Preference
Unformatted Document Text:  Video game U&G 8 games both at home and in arcades. They were born in the early 1980s, when the primitive home console games Atari and Mattel Intellivision were popular. As they progressed through grade school, Nintendo NES (1986), Nintendo Gameboy (1989), and Sega Genesis (1989) were introduced and rose to prominence. Their high school years saw the introduction of the Sony Playstation system (1995) and Nintendo 64 (1996). Procedures and Analysis Hunter (1980) offers a set of theory-based procedures for creating summated scales akin to psychometric theories of Nunnally (1978) and Lickert (1932). Rather than simply writing potential scale items, asking subjects to respond to them, then submitting them to atheoretical algorithm driven analysis (e.g., principle components exploratory factor analysis), Hunter requires the specification of an a priori measurement model and subsequent analysis to determine how robust the model is. Thus, scale creation consists of a three stage process: 1) creation of a substantively homogenous measurement model; 2) analysis of internal consistency to determine if the scale items measure the same underlying trait; and 3) a test of parallelism, that is if the items in one scale correlate in predicable manner with items from another scale (what Nunnally (1978) calls construct validity). Homogeneity of Content. Focus group interview sessions with 4 to 8 participants each were conducted to ascertain the most common reasons from using video games (n = 96). Respondents signed up for either “Video Game Player,” “Non-Video Game Player,” or “Mixed- Player and Non-Player” sessions based on their own evaluation of their video game experience. Respondents filled out a brief survey upon entering the interview room asking about their video game use in order to prime their memories. Once all respondents were gathered and had filled out the preliminary survey, a moderator conducted the interview using a standardized set of questions

Authors: Sherry, John. and Lucas, Kristen.
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Video game U&G 8
games both at home and in arcades. They were born in the early 1980s, when the primitive home
console games Atari and Mattel Intellivision were popular. As they progressed through grade
school, Nintendo NES (1986), Nintendo Gameboy (1989), and Sega Genesis (1989) were
introduced and rose to prominence. Their high school years saw the introduction of the Sony
Playstation system (1995) and Nintendo 64 (1996).
Procedures and Analysis
Hunter (1980) offers a set of theory-based procedures for creating summated scales akin
to psychometric theories of Nunnally (1978) and Lickert (1932). Rather than simply writing
potential scale items, asking subjects to respond to them, then submitting them to atheoretical
algorithm driven analysis (e.g., principle components exploratory factor analysis), Hunter
requires the specification of an a priori measurement model and subsequent analysis to determine
how robust the model is. Thus, scale creation consists of a three stage process: 1) creation of a
substantively homogenous measurement model; 2) analysis of internal consistency to determine
if the scale items measure the same underlying trait; and 3) a test of parallelism, that is if the
items in one scale correlate in predicable manner with items from another scale (what Nunnally
(1978) calls construct validity).
Homogeneity of Content. Focus group interview sessions with 4 to 8 participants each were
conducted to ascertain the most common reasons from using video games (n = 96). Respondents
signed up for either “Video Game Player,” “Non-Video Game Player,” or “Mixed- Player and
Non-Player” sessions based on their own evaluation of their video game experience. Respondents
filled out a brief survey upon entering the interview room asking about their video game use in
order to prime their memories. Once all respondents were gathered and had filled out the
preliminary survey, a moderator conducted the interview using a standardized set of questions


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