The gamer identity scale: A measure of self concept as a video gamer

被引:4
|
作者
Yim, Brian
Lepp, Andrew [1 ]
Dowdell, Bryan
Barkley, Jacob E.
机构
[1] Kent State Univ, Coll Educ, Hlth & Human Serv, Kent, OH 44242 USA
关键词
Identity; Gamer; Esports; Video games; Gaming; Online gaming; LEISURE; CONSUMPTION; STEREOTYPE;
D O I
10.1016/j.chb.2022.107476
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Research examining video game players from a psychological and behavioral perspective is prominent however there is still a need to better distinguish casual from serious video game players (i.e., gamers). The present research developed a nine-item scale for assessing the extent to which an individual self-identifies as a gamer and tested the scale with variables of interest. Professors involved with a university esports program and athletes from a university esports team developed a list of 18 items portraying aspects of a gamer identity (e.g., self-concept, social group membership, role performance). These items were included in a larger survey completed by 591 frequent video game players. Using established methods, the nine item, single factor, "Gamer Identity Scale" was developed and determined to be valid and reliable. Using t-tests, ANOVAs, and multiple regression, the Gamer Identity Scale was tested against variables common to the gaming literature. Using the new scale, gamer identity was significantly and positively related to behavioral intentions (i.e., intentions to play video games, interact with gamers, watch streaming video games), time spent playing video games, esports team membership, and age. Gamer identity was not related to gender, race, ethnicity, or money spent on video games. Implications and future directions are discussed.
引用
收藏
页数:7
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