2022
DOI: 10.1556/2006.2022.00048
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A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI)

Abstract: Background and aims The popularity of video gaming has generated significant interest in research methods to examine motivations for gaming. Current measures of gaming motives are limited by lack of scope and/or their applicability to specific game genres only. We aimed to create a comprehensive motivation inventory applicable to any gaming genre and to evaluate its psychometric properties in a large sample of highly engaged video gamers. Methods … Show more

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Cited by 27 publications
(26 citation statements)
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“…The influence of leisure on gaming behavior is supported by relevant studies. Király et al (2017 , 2022) argued that leisure activities played a beneficial role for gamers’ escapist motivations behaviors. Van Rooij and Nijkamp (2018) employed leisure-time use/diary analysis to understand gamers behavior within the virtual context.…”
Section: Discussionmentioning
confidence: 99%
“…The influence of leisure on gaming behavior is supported by relevant studies. Király et al (2017 , 2022) argued that leisure activities played a beneficial role for gamers’ escapist motivations behaviors. Van Rooij and Nijkamp (2018) employed leisure-time use/diary analysis to understand gamers behavior within the virtual context.…”
Section: Discussionmentioning
confidence: 99%
“…Taking these factors into consideration, we decided to return to a popular method of determining genre preferences in Study 2. This method involves categorizing genres based on the percentage of playing time allocated to each genre, along with providing several examples for clarification, following the approach used by Király and colleagues ( 42 ). These adjustments aim to streamline and enhance the categorization process for genre preferences.…”
Section: Discussion – Studymentioning
confidence: 99%
“…In the future, the focus should be on eliminating this risk by circumventing participants' uncertain testimonies; perhaps it would be a good idea to collect objective data from them, for example, by accessing their user profiles on gaming websites or by recording activity on their devices. Unlike other researchers, we did not collect data on gaming time divided into weekdays and weekends; such a division is now standard and should also be introduced in studies continuing our direction 34 . The cross-sectional design allows us to only explore associations and prevents any attribution of causality.…”
Section: Limitationsmentioning
confidence: 99%