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Analyzing Motives, Preferences, and Experiences in Video Game Play

机译:分析视频游戏的动机,偏好和体验

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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.
机译:本文介绍了分析视频游戏动机,偏好和体验的结果。共有112名学生(64名男性和48名女性)在网上完成了游戏态度,动机和体验量表(GAMES)的抽样调查。使用单独的单向独立测量方差多元分析(MANOVA),确定GAMES的9个因子子量表在性别,年龄类别,视频游戏时间和种族方面是否存在统计学上的显着差异。结果支持了所提出的两个假设。在性别和游戏时间方面,GAMES的某些因素子量表在统计学上存在差异。

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