Motivations for video game play and political decision-making: evidence from four countries

Dalisay, Francis, Kushin, Matthew, Kim, Jinhee, Forbes, Amy, David, Clarissa, and Somera, Lilnabeth (2021) Motivations for video game play and political decision-making: evidence from four countries. Game Studies - the international journal of computer game research, 21 (3).

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A survey (N = 801) of college students in Australia, the Philippines, South Korea and the U.S. (Guam, Hawaii, Continental U.S.) was conducted to explore the relationships between the achievement, social and immersion motivations for video game play identified by Yee (2006) and three political decision-making variables -- political efficacy, skepticism and apathy. The results indicate that a factor comprising of items measuring the competition subcomponent of the achievement motivation of game play is positively linked with political efficacy, but negatively associated with skepticism. Also, a factor representing the advancement and mechanics subcomponents of the achievement motivation is positively related with skepticism. On the other hand, a factor representing the discovery, role-play and customization subcomponents of the immersion motivation is positively associated with apathy. The findings help extend understanding of the civic potential of video games.

Item ID: 69580
Item Type: Article (Research - C1)
ISSN: 1604-7982
Keywords: cross-national survey
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Date Deposited: 09 Nov 2021 23:41
FoR Codes: 44 HUMAN SOCIETY > 4410 Sociology > 441016 Urban sociology and community studies @ 100%
SEO Codes: 13 CULTURE AND SOCIETY > 1399 Other culture and society > 139999 Other culture and society not elsewhere classified @ 100%
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