Abstract
Video gaming is a firmly established leisure pursuit, which continues to grow in popularity. This paper is an examination of what motivates people to play computer games, and the relevance of such factors to the positive and negative aspects of computer gaming. When all of an individual’s motivations to play video games are for the pursuit of ‘fun’, it is said that an intrinsic motivation is the most prevalent motivation. However, the primary motivation for playing video games among periodic gamers is different from the primary motivation of regular gamers: periodic gamers are driven by extrinsic motivation, whereas regular gamers are driven by intrinsic motivation. The pursuit of a challenge is the prevalent motivation reported by regular gamers of both genders.
The Theory of Flow Experience, and the Attribution Theory have contributed to the understanding of why games may provide a safe medium, in which to learn about the consequences of actions through experience. Computer games may facilitate the development of self-monitoring and coping mechanisms. If the avoidance or escape from other activities is the primary motivation for playing video games, there tends to be an increased risk of engaging in addiction-related behaviours.
This paper reports on the findings of previous research (into the motivations for playing computer games), and on industry reports containing data relating to gamer motivations. The aim is to build a picture of what motivates people to play computer games, and how motivation is associated with the main positive and negative aspects of computer gaming.
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Reid, G. Motivation in video games: a literature review. The Computer Games Journal 1, 70–81 (2012). https://doi.org/10.1007/BF03395967
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DOI: https://doi.org/10.1007/BF03395967