"I need a Wii”: Motivations and experiences of playing videogames
Publication Type:
Journal ArticleSource:
In preparation (Submitted)Keywords:
flow, Leisure, mixed-methods, motivations, videogamesAbstract:
Research on videogames has largely focused on their negative effects on aggressive attitudes and behaviours (e.g., Anderson & Bushman, 2001; Anderson et al., 2004). An examination of the motivations and experiences associated with videogaming has received little theoretical and empirical attention. The current study examined gaming motivations and experiences in a sample of regular gamers using a mixed-methods approach. This study used an online questionnaire completed by a sample of gamers (N=310). An open-response format was included in which participants were asked to provide an account of intrinsic and extrinsic gaming motivations and experiences. Analyses of the qualitative data revealed that the main motivations for gaming were the need for socialisation, challenge, accomplishment, fantasy, stress-relief, alleviation of boredom, escapism, and exploration. Enjoyment and flow were also important experiential factors, consistent with previous research findings. Furthermore, the findings from the regression analyses supported the influence of achievement and immersion-orientated motivations on flow experiences. The qualitative aspect of the study provides a more detailed exploration of the motivations for videogame use, and offers some indication of the way in which gaming motivations can be associated with game enjoyment. Future research should further utilise qualitative methodologies to provide a more detailed examination of gaming experiences and associated outcomes of gaming.
Full Text:
Digiplay Bibliography Updates
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model
- Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game
Related references
- Putting the “fun factor” into gaming: Influences of social motivations and contexts on experiences and outcomes of playing videogames
- “The XBox Factor”: Experiencing videogames and the consequences for affect and psychological well-being
- User-experience game research?
- Wii Will Become Silhouettes
- Video games and the perception of very long durations by adolescents

