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
  • [21] Mapping the road to fun: Natural video game controllers, presence, and game enjoyment
    Skalski, Paul
    Tamborini, Ron
    Shelton, Ashleigh
    Buncher, Michael
    Lindmark, Pete
    [J]. NEW MEDIA & SOCIETY, 2011, 13 (02) : 224 - 242
  • [22] Video Game Play, Child Diet, and Physical Activity Behavior Change A Randomized Clinical Trial
    Baranowski, Tom
    Baranowski, Janice
    Thompson, Debbe
    Buday, Richard
    Jago, Russ
    Griffith, Melissa Juliano
    Islam, Noemi
    Nguyen, Nga
    Watson, Kathleen B.
    [J]. AMERICAN JOURNAL OF PREVENTIVE MEDICINE, 2011, 40 (01) : 33 - 38
  • [23] Negotiating Gender through Fun and Play: Radical Femininity and Fantasy in the Red Hat Society
    van Bohemen, Samira
    van Zoonen, Liesbet
    Aupers, Stef
    [J]. JOURNAL OF CONTEMPORARY ETHNOGRAPHY, 2014, 43 (05) : 582 - 600
  • [24] Learning from Video Game: A Study of Video Game Play on Problem-Solving-
    Zhang, Xue-Min
    Shen, Zijiao
    Luo, Xin
    Su, Chunhui
    Wang, Jiaqi
    [J]. ADVANCED DATA MINING AND APPLICATIONS, PROCEEDINGS, 2009, 5678 : 772 - +
  • [25] Video game play in British and Japanese adolescents
    Colwell, John
    Kato, Makiko
    [J]. SIMULATION & GAMING, 2005, 36 (04) : 518 - 530
  • [26] Mindfulness and Video Game Play: A Preliminary Inquiry
    Gackenbach J.
    Bown J.
    [J]. Mindfulness, 2011, 2 (2) : 114 - 122
  • [27] Video game addiction: Duration of play and impulsivity
    Buono, Frank Daniel
    Moore, Brent A.
    Printz, Destiny M. B.
    Lloyd, Daniel P.
    Cutter, Christopher John
    Sprong, Matthew E.
    [J]. DRUG AND ALCOHOL DEPENDENCE, 2017, 171 : E29 - E29
  • [28] The motivation of children to play an active video game
    Paw, Marijke J. M. Chin A.
    Jacobs, Wietske M.
    Vaessen, Ellen P. G.
    Titze, Sylvia
    van Mechelen, Willem
    [J]. JOURNAL OF SCIENCE AND MEDICINE IN SPORT, 2008, 11 (02) : 163 - 166
  • [29] EFFECTS OF VIDEO GAME PLAY ON PAIN DISTRACTION
    Kolks, Jonathan
    Hamilton-Cotter, Lexa
    McCombs, Kristin
    Raudenbush, Bryan
    [J]. PSYCHOPHYSIOLOGY, 2010, 47 : S68 - S68
  • [30] Nightmare Protection, Gender, and Video Game Play
    Boyes, Arielle
    Gackenbach, Jayne
    [J]. DREAMING, 2016, 26 (01) : 29 - 41