Development and Validation of an Instrument for Measuring Individual Motives for Playing Digital Games
Abstract
Individual motives for playing digital games have been studied from a variety of theoretical perspectives using different measurement instruments. However, an instrument that roots the social, rule-based narrative essence of digital games in a theory on human behavior acknowledging that not all behavior is consciously motivated has hitherto been lacking. A framework based on social cognitive theory that integrates these dimensions is proposed. After comparing the advantages of this framework to existing approaches, the development of a measurement instrument is discussed. This development concerns the generation and evaluation of an item pool and also testing the instrument for reliability and validity on different samples and different populations. Results suggest psychometric as well as theoretical soundness of the instrument.
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Intrinsically motivated students who play video games they already enjoy and wish to master may develop transferable skills through gameplay that can carry over into the classroom.
“Intrinsically motivated students who play video games that they already enjoy and wish to master may develop transferable skills through gameplay, which can then carry over into the classroom [45].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [45]
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Pinheiro, A., Oliveira, A., Alturas, B., & Cruz, M. (2024) · Information · doi:10.3390/info15030155 · Cited by 2 · see citing works
CONCEPTUAL DIMENSIONS IN TECHNOLOGY USE AND ACCEPTANCE MODELS
Pinheiro, A., Oliveira, A., & Alturas, B. (2022) · EDULEARN proceedings · doi:10.21125/edulearn.2022.1434 · Cited by 2 · see citing works
Gamificação personalizada baseada no perfil do jogador
Andrade, F. R. H. (2018) · doi:10.11606/t.55.2018.tde-18102018-111511 · Cited by 2 · see citing works
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Ballou, N., & van Rooij, A. J. (2020) · doi:10.31234/osf.io/bvyhc · Cited by 2 · see citing works
Daily motivational underpinnings and outcomes of adolescent video gaming
Razum, J. (2023) · doi:10.17234/diss.2023.265864 · Cited by 2 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 1 · see citing works
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Proposal for a new tool to help teachers in the process of adopting serious games
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and social context in a digital game experience
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Diese Handlung wird Konsequenzen haben!
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Repeated pleasures: Motivations for replaying story-driven games
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- Authors
- De Grove, F., Cauberghe, V., & Van Looy, J.
- Venue
- Media Psychology
- Publisher
- Informa UK Limited
- Published
- 2014-06-25
- Volume
- 19
- Issue
- 1
- Pages
- 101-125
- ISSN
- 1521-3269 (ISSN-L)
- 1532-785X
- OpenAlex
- W2021675200
- Cited by
- 98
- References
- 45
- Citations by year
- 2026: 6 · 2025: 9 · 2024: 12 · 2023: 9 · 2022: 6 · 2021: 14 · 2020: 15 · 2019: 5 · 2018: 7 · 2017: 7 · 2016: 2 · 2015: 5 · 2014: 1
- FWCI
- 16.29
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Media Psychology (publishedVersion)
- Ghent University Academic Bibliography (Ghent University) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- video games, gaming motivation, scale development, social cognitive theory, unconscious behavior, psychometric validation, reliability and validity
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