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      Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

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          Abstract

          A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

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          Most cited references32

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          The Motivational Pull of Video Games: A Self-Determination Theory Approach

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            Pathological video-game use among youth ages 8 to 18: a national study.

            Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
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              A motivational model of video game engagement.

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                Author and article information

                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                09 September 2013
                2013
                : 4
                : 608
                Affiliations
                Social-Cognitive Neuroscience Laboratory, Department of Psychology, University of Missouri-Columbia Columbia, MO, USA
                Author notes

                Edited by: Mary Katsikitis, University of the Sunshine Coast, Australia

                Reviewed by: Christian Jones, University of the Sunshine Coast, Australia; Prudence Millear, University of the Sunshine Coast, Australia

                *Correspondence: Joseph Hilgard, Department of Psychology, University of Missouri-Columbia, Psychology Building, Room 121, 200 s 7th Street, Columbia, MO 65201, USA e-mail: jhilgard@ 123456gmail.com

                This article was submitted to Developmental Psychology, a section of the journal Frontiers in Psychology.

                Article
                10.3389/fpsyg.2013.00608
                3766857
                24058355
                cb234f6c-8ecc-46c1-948a-45e5b09020d9
                Copyright © 2013 Hilgard, Engelhardt and Bartholow.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 01 April 2013
                : 21 August 2013
                Page count
                Figures: 0, Tables: 7, Equations: 0, References: 44, Pages: 13, Words: 11122
                Categories
                Psychology
                Original Research Article

                Clinical Psychology & Psychiatry
                video games,game pathology,game addiction,motives for game play,player personality

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