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. Stage 1 of this project involved a systematic review that generated the items for the Gaming Motivation Inventory (GMI). Stages 2-4 involved an evaluation of the psychometric properties of the GMI. A sample of 14,740 video gamers (89.3% male; mean age 24.1 years) were recruited via an online survey promoted by a popular gamin...
More Americans now play video games than go to the movies ( NPD Group, 2009 ). The meteoric rise in...
Although player motivation is one of the main concerns of computer gaming, research so far has been ...
Motivation is often used as a predictor of a problematic style of video game engagement, implying th...
Background and aims The popularity of video gaming has generated significant interest in research me...
Gaming motives are important factors for explaining individual differences in videogame-related beha...
Gaming motives are important factors for explaining individual differences in videogame-related beha...
This study explored relationships between personality, video game preference and gaming experiences....
Background and aims: The present systematic review and meta-analysis aimed to synthesize the availab...
Previous studies have investigated the relationship between quality of life (QoL) and video game use...
Until recently, there has been very little naturalistic study of what gaming experiences are like, a...
The purpose of this study was to examine American college students’ motivations related to video gam...
Producción CientíficaPurpose.- This paper attempts to understand the extent to which the effect of m...
More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in po...
This study aimed at determining whether motives and/or maladaptive cognitions would predict levels o...
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aim...
More Americans now play video games than go to the movies ( NPD Group, 2009 ). The meteoric rise in...
Although player motivation is one of the main concerns of computer gaming, research so far has been ...
Motivation is often used as a predictor of a problematic style of video game engagement, implying th...
Background and aims The popularity of video gaming has generated significant interest in research me...
Gaming motives are important factors for explaining individual differences in videogame-related beha...
Gaming motives are important factors for explaining individual differences in videogame-related beha...
This study explored relationships between personality, video game preference and gaming experiences....
Background and aims: The present systematic review and meta-analysis aimed to synthesize the availab...
Previous studies have investigated the relationship between quality of life (QoL) and video game use...
Until recently, there has been very little naturalistic study of what gaming experiences are like, a...
The purpose of this study was to examine American college students’ motivations related to video gam...
Producción CientíficaPurpose.- This paper attempts to understand the extent to which the effect of m...
More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in po...
This study aimed at determining whether motives and/or maladaptive cognitions would predict levels o...
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aim...
More Americans now play video games than go to the movies ( NPD Group, 2009 ). The meteoric rise in...
Although player motivation is one of the main concerns of computer gaming, research so far has been ...
Motivation is often used as a predictor of a problematic style of video game engagement, implying th...