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Journal ArticleDOI

Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations

TLDR
This paper reviewed popular theoretical perspectives that cover motives for video gaming and confronted them with findings from interviews with children, revealing that current models insufficiently account for the dynamic nature of gaming over time (e.g., in-game asset ownership, notification systems, or ingame timers).
Abstract
The current study reviews popular theoretical perspectives that cover motives for video gaming and confronts them with findings from interviews with children. Psychological and behavioral engagements with games have been explained using a number of theoretical approaches, which can be crudely categorized into three major groups: (1) active choice, such as Uses and Gratifications Theory; (2) social cognitive learning, such as Social Cognitive Theory; and (3) basic psychological needs, such a Self-Determination Theory. Considerable overlap was found between theories and many theoretical aspects were confirmed in the interviews. However, the interviews reveal that current models insufficiently account for the dynamic nature of gaming over time (e.g., in-game asset ownership, notification systems, or in-game timers) and the crucial role of game-external context (e.g., parental regulation, weather conditions, game accessibility). Accounting for these dynamics in future work would help us to better understand and contribute to balanced, non-problematic video gaming behavior.

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Citations
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Journal ArticleDOI

Fear of Missing Out as a Predictor of Problematic Social Media Use and Phubbing Behavior among Flemish Adolescents.

TL;DR: In this article, the authors explored the relationship between FOMO and problematic social media use (PSMU) and phubbing behavior in a large-scale survey study among 2663 Flemish teenagers.
Journal ArticleDOI

Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study.

TL;DR: It is suggested that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria.
Journal ArticleDOI

The integration of video games in family-life dynamics

TL;DR: A new and unique adaptation of the TAM is proposed to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics.
References
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Journal ArticleDOI

Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.

TL;DR: Research guided by self-determination theory has focused on the social-contextual conditions that facilitate versus forestall the natural processes of self-motivation and healthy psychological development, leading to the postulate of three innate psychological needs--competence, autonomy, and relatedness.
Journal ArticleDOI

User acceptance of information technology: toward a unified view

TL;DR: The Unified Theory of Acceptance and Use of Technology (UTAUT) as mentioned in this paper is a unified model that integrates elements across the eight models, and empirically validate the unified model.
Journal ArticleDOI

A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies

TL;DR: In this paper, the authors developed and tested a theoretical extension of the TAM model that explains perceived usefulness and usage intentions in terms of social influence and cognitive instrumental processes, which was tested using longitudinal data collected regarding four different systems at four organizations (N = 156), two involving voluntary usage and two involving mandatory usage.
Journal ArticleDOI

Social cognitive theory: An agentic perspective

TL;DR: Social cognitive theory distinguishes among three modes of agency: direct personal agency, proxy agency that relies on others to act on one's behest to secure desired outcomes, and collective agency exercised through socially coordinative and interdependent effort.
Journal ArticleDOI

User acceptance of information technology: system characteristics, user perceptions and behavioral impacts

TL;DR: Overall, TAM provides an informative representation of the mechanisms by which design choices influence user acceptance, and should therefore be helpful in applied contexts for forecasting and evaluating user acceptance of information technology.
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What are the main theories about video games?

The paper discusses three main theoretical approaches to explain and predict video gaming behavior: active choice (Uses and Gratifications Theory), social cognitive learning (Social Cognitive Theory), and basic psychological needs (Self-Determination Theory).