Abstract
Scholars maintain media use is purposeful and the key to understanding media effects lies in understanding the reasons people use media. Previous uses and gratifications research regarding video game use assumes player motivations are constant variables, as researchers did not measure player motivations over the stages of long-term game use. The present study investigated differences between multiplayer video game user motivations across three stages of game play - beginning, persisting, and ceasing to play. Data from survey instruments distributed via online message boards showed statistically significant changes in motivations from both the beginning and persisting stages of play as compared to the ceasing stage. The present study confirmed motivations for video game use change over time, and thus takes an innovative step which can be replicated to better understand our relationship with other media.
Library of Congress Subject Headings
Computer games--Psychological aspects; Computer games--Social aspects; Video games--Psychological aspects; Video games--Social aspects; Multi-user dungeons--Psychological aspects; Multi-user dungeons--Social aspects; Motivation (Psychology)
Publication Date
1-29-2010
Document Type
Thesis
Department, Program, or Center
Department of Communication (CLA)
Advisor
Austin, Bruce
Advisor/Committee Member
Foltz, Franz
Recommended Citation
Shand, Matthew, "Beginning, persisting, and ceasing to play: A Stage uses and gratifications approach to multiplayer video games" (2010). Thesis. Rochester Institute of Technology. Accessed from
https://repository.rit.edu/theses/4578
Campus
RIT – Main Campus
Comments
Note: imported from RIT’s Digital Media Library running on DSpace to RIT Scholar Works. Physical copy available through RIT's The Wallace Library at: GV1469.17.S63 S53 2010