Friends, fun, frustration and fantasy: Child motivations for video game play

被引:120
|
作者
Ferguson, Christopher J. [1 ]
Olson, Cheryl K. [2 ]
机构
[1] Texas A&M Int Univ, Dept Behav Sci, Laredo, TX 78045 USA
[2] Harvard Univ, Cambridge, MA 02138 USA
关键词
Self determination; Adolescence; Computer games; Video games; Mental health; ADOLESCENT BOYS; EXPOSURE; VIOLENCE; GENDER; GIRLS; NEEDS;
D O I
10.1007/s11031-012-9284-7
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children's motivations for using games. The current study hopes to address this gap in the literature by examining children's motivations for video game play in a large sample of youth (n = 1254). Results indicated that video game use was common, and often a social activity. Social play was mainly predicted by motivations related to socialization, fun/challenge and current stress level. Preference for violent games was more common in males and predicted by fun/challenge motivations and beliefs such games could be cathartic for stress. Children with clinically elevated levels of depressive and ADHD symptoms did not play more games, or more violent games, but were more inclined to endorse catharsis motivations for video game use. Results from this study provide understanding of what motivates children to use games, and how the motivations of children with symptoms of psychosocial problems (as identified via subscales of the Pediatric Symptom Checklist) may differ from others.
引用
收藏
页码:154 / 164
页数:11
相关论文
共 50 条
  • [1] Friends, fun, frustration and fantasy: Child motivations for video game play
    Christopher J. Ferguson
    Cheryl K. Olson
    [J]. Motivation and Emotion, 2013, 37 : 154 - 164
  • [2] Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions
    Patzer, Brady
    Chaparro, Barbara
    Keebler, Joseph R.
    [J]. SIMULATION & GAMING, 2020, 51 (03) : 287 - 309
  • [3] Children's Motivations for Video Game Play in the Context of Normal Development
    Olson, Cheryl K.
    [J]. REVIEW OF GENERAL PSYCHOLOGY, 2010, 14 (02) : 180 - 187
  • [4] Motivations for game play and the social capital and civic potential of video games
    Dalisay, Francis
    Kushin, Matthew J.
    Yamamoto, Masahiro
    Liu, Yung-I
    Skalski, Paul
    [J]. NEW MEDIA & SOCIETY, 2015, 17 (09) : 1399 - 1417
  • [5] INCOMES SQUEEZE - PLAY NOT A FUN GAME
    CULEN, E
    [J]. CONFERENCE BOARD RECORD, 1975, 12 (06): : 18 - 19
  • [6] Sore Losers? A Reexamination of the Frustration-Aggression Hypothesis for Colocated Video Game Play
    Breuer, Johannes
    Scharkow, Michael
    Quandt, Thorsten
    [J]. PSYCHOLOGY OF POPULAR MEDIA CULTURE, 2015, 4 (02): : 126 - 137
  • [7] Beyond Fun and Games: A Framework for Quantifying Music Skill Developments from Video Game Play
    Richardson, Patrick
    Kim, Youngmoo
    [J]. JOURNAL OF NEW MUSIC RESEARCH, 2011, 40 (04) : 277 - 291
  • [8] Audiovisual Analysis for Recognising Frustration during Game-Play: Introducing the Multimodal Game Frustration Database
    Song, Meishu
    Yang, Zijiang
    Baird, Alice
    Parada-Cabaleiro, Emilia
    Zhang, Zixing
    Zhao, Ziping
    Schuller, Bjorn
    [J]. 2019 8TH INTERNATIONAL CONFERENCE ON AFFECTIVE COMPUTING AND INTELLIGENT INTERACTION (ACII), 2019,
  • [9] A Child's Work: The Importance of Fantasy Play
    Long, Susi
    [J]. JOURNAL OF EARLY CHILDHOOD LITERACY, 2005, 5 (03) : 312 - 315
  • [10] Audio Habits and Motivations in Video Game Players
    Rogers, Katja
    Weber, Michael
    [J]. PROCEEDINGS OF THE 14TH INTERNATIONAL AUDIO MOSTLY CONFERENCE, AM 2019: A Journey in Sound, 2019, : 46 - 53