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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 3 Video Game Uses and Gratifications, Game Preference and Time spent Playing Video Games Video games continue to be a highly popular form of entertainment. In 2000, over 219 million computer and video games were sold in the United States, and the video game industry reported sales of over $6 billion (Interactive Digital Software Association, n.d.). According to an industry poll, 60% of Americans play video games, with 42% of game console users under 18 years of age, 37% between 18 and 35 years old, and 21% over 35 years old (IDSA, n.d.). An Annenberg Public Policy Center survey (Woodard & Gridina, 2000) estimates that video game consoles are in 68% of American homes with at least one 2- to 17-year-old and in 75% of homes with two or more children. These figures are expected to grow as high-speed broadband Internet access facilitates networked game play. Clearly, video games have emerged as one of the most popular forms of mass mediated entertainment in the United States among a range of people, primarily among adolescents (12 –17) and young adults (18 – 22). While much video game research has focused on potential social problems related to video game use such as the effects of violent video games on aggression (Sherry, 2001a) or video game addiction (Fisher, 1994), little research has focused on understanding more normative video game use among adolescents. The prominent theoretical framework for studying patterns of normative media use is uses and gratifications. Since its inception, the uses and gratifications paradigm has continued to provide a cutting edge approach among media researchers to gain insight on the impact of new communication technologies (Ruggerio, 2000). In this article, we take a uses and gratifications approach to investigate relationships between video game uses, gratifications and preferences among three age groups: pre-adolescents, middle adolescents and young adults.

Authors: Sherry, John., Desouza, Rebecca., Greenberg, Bradley. and Lachlan, Ken.
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Video game U&G
3
Video Game Uses and Gratifications, Game Preference and Time spent Playing Video Games
Video games continue to be a highly popular form of entertainment. In 2000, over 219
million computer and video games were sold in the United States, and the video game industry
reported sales of over $6 billion (Interactive Digital Software Association, n.d.). According to an
industry poll, 60% of Americans play video games, with 42% of game console users under 18
years of age, 37% between 18 and 35 years old, and 21% over 35 years old (IDSA, n.d.). An
Annenberg Public Policy Center survey (Woodard & Gridina, 2000) estimates that video game
consoles are in 68% of American homes with at least one 2- to 17-year-old and in 75% of homes
with two or more children. These figures are expected to grow as high-speed broadband Internet
access facilitates networked game play. Clearly, video games have emerged as one of the most
popular forms of mass mediated entertainment in the United States among a range of people,
primarily among adolescents (12 –17) and young adults (18 – 22).
While much video game research has focused on potential social problems related to
video game use such as the effects of violent video games on aggression (Sherry, 2001a) or
video game addiction (Fisher, 1994), little research has focused on understanding more
normative video game use among adolescents. The prominent theoretical framework for studying
patterns of normative media use is uses and gratifications. Since its inception, the uses and
gratifications paradigm has continued to provide a cutting edge approach among media
researchers to gain insight on the impact of new communication technologies (Ruggerio, 2000).
In this article, we take a uses and gratifications approach to investigate relationships between
video game uses, gratifications and preferences among three age groups: pre-adolescents, middle
adolescents and young adults.


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