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Relationship between Developmental Stages and Video Game Uses and Gratifications, Game Preference and Amount of Time spent in Play
Unformatted Document Text:  Video game U&G 18 Conclusion The present study has shown that children use different video games at different stages of development and the reasons for which they use these games at each stage also differ. 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)? The data on sex differences suggests that patterns of game use may be tied to both socialization and biological factors. These types of investigations are likely to provide a clearer picture of why people use video games and the effects the games may have on them. This research also has implications for video game manufacturers. For example we know that a major reason for video game use among college students is challenge. We also know that college students spend the least amount of time playing video games. From these two pieces of information we can infer that college students seek challenge that video games fail to provide hence they turn to the more attractive options available to them. Thus if video games provide college students with the challenge they’re looking for, they might spend more time playing video games.

Authors: Sherry, John., Desouza, Rebecca., Greenberg, Bradley. and Lachlan, Ken.
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Video game U&G
18
Conclusion
The present study has shown that children use different video games at different stages of
development and the reasons for which they use these games at each stage also differ.
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)? The data on sex differences suggests that patterns of game
use may be tied to both socialization and biological factors. These types of investigations are
likely to provide a clearer picture of why people use video games and the effects the games may
have on them.
This research also has implications for video game manufacturers. For example we know
that a major reason for video game use among college students is challenge. We also know that
college students spend the least amount of time playing video games. From these two pieces of
information we can infer that college students seek challenge that video games fail to provide
hence they turn to the more attractive options available to them. Thus if video games provide
college students with the challenge they’re looking for, they might spend more time playing
video games.


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