Being able to quantify gaming motivation in a valid, systematic way has important implications for game designers and gaming user experience researchers. In the present study, we aimed to develop and validate a 30-item Gaming Instinctual Motivation Scale (GIMS) based on Dillon's 6-11 Framework on instinctual gaming motivation and Lazzaro's gaming experience model. To validate the scale, we recruited 194 regular gamers ( = 22.70 years old, = 4.38) to complete the GIMS based on their general gaming experience and their experience playing role-laying games (RPGs), first-person shooters (FPSs), real-time strategy, puzzle, and action games. We used a cross-validation approach and performed exploratory factor analysis and confirmatory factor analysis to test the structure of the scale and the reliability and validity of the scale, respectively. The final version of the GIMS had a one-dimensional structure with 15 items. It also had good construct validity, χ ( = 117, = 86) = 126.28, = 0.003, CFI = 0.93, TLI = 0.92, and RMSEA = 0.064 (90% CI [0.04, 0.09]), and reliability (CR = 0.89), and an acceptable convergent validity (AVE = 0.35). The one-dimensional structure was generalizable to RPG and FPS games, demonstrating the applicability of the scale to these two gaming genres. Higher scores on the GIMS were also associated with a greater intention to play games.
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http://dx.doi.org/10.3390/ejihpe13090137 | DOI Listing |
Front Public Health
December 2024
Department of Mathematics, College of Sciences, Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia.
[This corrects the article DOI: 10.3389/fpubh.2023.
View Article and Find Full Text PDFBMJ Open
December 2024
Center for Cancer Control and Statistics, Osaka International Cancer Institute, Osaka, Japan.
Objectives: This study aims to explore the relationship between the combined experiences of COVID-19 infection in individuals and their family members and the resulting fear of COVID-19, with a focus on the severity of symptoms and various sociodemographic factors.
Design: Longitudinal survey study.
Setting: The Japan COVID-19 and Society Internet Survey (JACSIS), a large-scale web panel survey administered in Japan.
Clin Teach
February 2025
Department of Pediatrics, University of Cincinnati College of Medicine, Cincinnati, Ohio, USA.
Background: Seeking to provide early paediatric nephrology exposure to medical students in the United States, we implemented the Kids In Dialysis, Nephrology Exposure and Education (KIDNEE) club. This club served as an educational intervention in which preclinical medical students were paired with paediatric dialysis patients, as patient buddies.
Approach: Students were recruited for involvement in the club through the medical school Paediatric Interest Group.
PLoS One
January 2025
The School of Physical Education, Quanzhou Normal University, Quanzhou, China.
A growing number of countries and regions have introduced emerging sports in recent years; however, few studies have been conducted to determine how and why they do so. This article focuses on why a new sport, sepaktakraw, was introduced in Taiwan and how strategies for achieving international sporting success were developed in a short period. The sports policy factors leading to the international sporting success model proposed by De Bosscher et al.
View Article and Find Full Text PDFGames Health J
January 2025
Department of Physical Education and Sport, University of Madeira, Funchal, Portugal.
Due to the exponential growth in technology, exergames emerged as a potential tool to foster physical activity (PA) levels. This study provides an overall view of the literature on the effects of exergaming on physical fitness components among overweight and obese children and adolescents. A systematic review and meta-analysis following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines was performed in the PubMed, Web of Science, and Scopus databases.
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