Analyzing Motives, Preferences, and Experiences in Video Game Play
Donald Loffredo, Alireza Tavakkoli
This paper presents the results of analyzing motives, preferences, and experiences in video game play. A sample of 112 (64 male and 48 female) students completed online the Gaming Attitudes, Motives, and Experiences Scales (GAMES). Separate one-way independent-measures multivariate analyses of variance (MANOVAs) were used to determine if there were statistically significant differences by gender, age category, hours of videogame play, and ethnicity on the nine Factor Subscales of the GAMES. The results supported two of the proposed hypotheses. There were statistically differences by gender and hours of videogame play on some of the Factor Subscales of the GAMES.