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Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis

作者
Bowman, N. D., & Chang, C.  Bowman, N. D., & Chang, C.
出處
Entertainment Computing
出版年
2023
卷期
45
頁數
10
關鍵字(中)
關鍵字(英)
Gamer motivationsSocializingLatent class analysisTaiwan Communication Survey
摘要(中)
Understanding what motivates adolescents to play video games is a central pursuit of game scholars, and key to better understanding gaming uses and effects. A latent class analysis on the self-reported gaming motivations of a nationally representative sample of adolescent gamers revealed broader combinations of discrete gaming motivations understood as role-players, fun-seekers, social gamers, and gaming maximizers (further validated through an investigation of gaming genre preferences within each class). Moreover, classification into these categories was influenced by levels of self-reported anxiety (a psychological factor) and sociality (social factors): anxiety levels distinguished gaming maximizers and role-players (higher levels) from social gamers and fun-seekers, and social connectedness unsurprisingly distinguished social gamers (higher levels) from fun-seekers and gaming maximizers from role-players (lower levels). A potential hierarchal model of anxiety and socializing on gaming motivations is suggested, and broader implications for studying gaming motivations are discussed.
摘要(英)
Understanding what motivates adolescents to play video games is a central pursuit of game scholars, and key to better understanding gaming uses and effects. A latent class analysis on the self-reported gaming motivations of a nationally representative sample of adolescent gamers revealed broader combinations of discrete gaming motivations understood as role-players, fun-seekers, social gamers, and gaming maximizers (further validated through an investigation of gaming genre preferences within each class). Moreover, classification into these categories was influenced by levels of self-reported anxiety (a psychological factor) and sociality (social factors): anxiety levels distinguished gaming maximizers and role-players (higher levels) from social gamers and fun-seekers, and social connectedness unsurprisingly distinguished social gamers (higher levels) from fun-seekers and gaming maximizers from role-players (lower levels). A potential hierarchal model of anxiety and socializing on gaming motivations is suggested, and broader implications for studying gaming motivations are discussed.