Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective

Bibliographic Details
Main Author: Shamos, Josselyn Fara
Language:English
Published: The Ohio State University / OhioLINK 2008
Subjects:
Online Access:http://rave.ohiolink.edu/etdc/view?acc_num=osu1407511305
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spelling ndltd-OhioLink-oai-etd.ohiolink.edu-osu14075113052021-08-03T06:26:57Z Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective Shamos, Josselyn Fara Communication The uses and gratifications paradigm presents a framework for understanding what motivates people to use media. Guided by the uses and gratifications perspective, motivations for playing digital and hobby games were examined through a content analysis of 901 participants’ responses to the questions “what led you to start playing?” and “what led you to continue playing?” A typology of seven motivations identified in the content analysis is presented. The most frequently reported motivations were social, diversion, and critical thinking. Respondents were more likely to report social motivations as reasons to start playing, whereas diversion motivations were more frequently reported reasons for continuing to play. Follow up analyses were conducted to determine if and how demographic factors like gender, frequency of play and type of game played affect reported motivations. The hypothesis that men would report more accomplishment motivations was disconfirmed. The hypothesis that women would report more relational motivations was supported. Men reported significantly more critical thinking motivations and women reported significantly more identity motivations. These findings are related to Tannen’s (1996) findings on gender. Type of game played significantly affected motivations, such that non-digital players more frequently report social motivations than digital players. Frequency of play did not significantly affect motivations. Findings are contextualized in terms of uses and gratifications, and implications for future research and the digital and non-digital game industries are discussed. 2008 English text The Ohio State University / OhioLINK http://rave.ohiolink.edu/etdc/view?acc_num=osu1407511305 http://rave.ohiolink.edu/etdc/view?acc_num=osu1407511305 unrestricted This thesis or dissertation is protected by copyright: all rights reserved. It may not be copied or redistributed beyond the terms of applicable copyright laws.
collection NDLTD
language English
sources NDLTD
topic Communication
spellingShingle Communication
Shamos, Josselyn Fara
Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective
author Shamos, Josselyn Fara
author_facet Shamos, Josselyn Fara
author_sort Shamos, Josselyn Fara
title Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective
title_short Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective
title_full Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective
title_fullStr Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective
title_full_unstemmed Why do we play? A content analytic exploration of gaming motivations from a uses and gratifications perspective
title_sort why do we play? a content analytic exploration of gaming motivations from a uses and gratifications perspective
publisher The Ohio State University / OhioLINK
publishDate 2008
url http://rave.ohiolink.edu/etdc/view?acc_num=osu1407511305
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