본문 바로가기
KERD
논문KCI 등재

The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach

1

조회

0

다운로드

1

인용

0

참고문헌

키워드

초록

A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

Abstract

A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

참고문헌 (24)

  1. 김민주, "가족관계의 질과 청소년의 우울 및 불안이 게임중독에 영향을 미치는 경로: 성차를 중심으로", 한국웰니스학회지, 13(2), pp.301~314 (2018), 한국웰니스학회[DOI]
  2. 배성만, "성별에 따른 청소년 인터넷 게임중독의 관련 요인", 청소년학연구, 22(8), pp.385~405 (2015), 한국청소년학회
  3. 유현주, "대학생의 자기통제력과 인터넷 게임 중독 경향성의 관계: 지각된 스트레스와 대처전략의 이중매개 효과", Korean Journal of Clinical Psychology, 37(2), pp.155~164 (2018), 한국임상심리학회
  4. 권진, "남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구", 한국산학기술학회논문지, 17(2), pp.75~86 (2016), 한국산학기술학회[DOI]
  5. 임지영, "청소년들의 내적 권태성향 및 외적 권태성향과 게임중독의 관계: 감각추구성향의 매개효과", 한국콘텐츠학회 논문지, 15(5), pp.317~326 (2015), 한국콘텐츠학회[DOI]
  6. 김혜경, "중학생의 자기효능감과 게임중독의 관계에서 학업실패내성의 매개효과", 한국컴퓨터게임학회논문지, 29(3), pp.95~102 (2016), (사)한국컴퓨터게임학회[DOI]
  7. 김석환, "게임중독에 영향을 미치는 청소년의 가정환경요인분석: 가정 내 경제, 문화, 사회자본을 중심으로", 보건과 사회과학, (38), pp.5~36 (2015), 한국보건사회학회
  8. 이혜림, "An Exploration of Players’ Aggression: Role of Game and Life Self-Efficacy and Adaptive Game Use Tendency", International Journal of Contents, 11(4), pp.7~14 (2015), 한국콘텐츠학회[DOI]
  9. 김주우, "게임이용자의 성격, 사회자본과 게임선용이 주관적 행복에 미치는 영향에 관한 연구", 한국컴퓨터게임학회논문지, 28(4), pp.135~142 (2015), (사)한국컴퓨터게임학회[DOI]
  10. I. Granic, "The benefits of playing video games", American Psychologist, 69(1), pp.66~78 (2014)
  11. E. L. Deci, "The ‘what’ and ‘why’of goal pursuits : Human needs and the self-determination of behavior", Psychological Inquiry, 11(4), pp.227~268 (2000)
  12. D. L. King, "Motivational differences in problem video game play", Journal of CyberTherapy and Rehabilitation, 2(2), pp.139~149 (2009)
  13. Na Ri Kim, "Characteristics and Psychiatric Symptoms of Internet Gaming Disorder among Adults Using Self-Reported DSM-5 Criteria", PSYCHIATRY INVESTIGATION, 13(1), pp.58~66 (2016), 대한신경정신의학회[DOI]
  14. D. Hagstrom, "Escapism among players of MMORPGs-conceptual clarification, its relation to mental health factors, and development of a new measure", Cyberpsychol Behav Soc Netw, 17(1), pp.19~25 (2014)
  15. J. Hilgard, "Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)", Front Psychol, 4, pp.608~ (2013)
  16. D. Li, "Examining the influence of actual-ideal self-discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers", Cyberpsychol Behav Soc Netw, 14(9), pp.535~539 (2011)
  17. N. Yee, "Motivations for play in online games", Cyberpsychol Behav, 9(6), pp.772~775 (2006)
  18. O. Kiraly, "The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey", J Med Internet Res, 17(4), pp.e88~ (2015)
  19. J. Billieux, "Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth", Computers in Human Behavior, 29(1), pp.103~109 (2013)
  20. F. Zanetta Dauriat, "Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey", Eur Addict Res, 17(4), pp.185~189 (2011)
  21. 2016 White Paper on Korean Games, "Korea Creative Content Agency", Korea Creative Content Agency, ~ (2016)
  22. American Psychiatric Association, "Diagnostic and Statistical Manual of Mental Disorders(DSM-5®)" (2013), American Psychiatric Pub
  23. Hoon Seok Choi, "CSG (Comprehensive Scale for Assessing Game Behavior) Manual", Korean Creative Content Agency, ~ (2010)
  24. 2016Korean Video Gaming Survey, "Korea Creative Content Agency", Korea Creative Content Agency, ~ (2017)

관련 논문AI추천

게임 이용 동기와 게임선용: 5개년 패널 연구이영글(사)한국컴퓨터게임학회 · 컴퓨터게임및콘텐츠논문지2025 · 제38권 제8호The Effects of Gaming Motivations on Internet Gaming Disorder: Five-year Observation이영글(사)한국컴퓨터게임학회 · 컴퓨터게임및콘텐츠논문지2022 · 제35권 제2호The Association Between Causality Orientation and Internet Gaming Disorder, and the Role of Sensation Seeking, Anxiety, and DepressionBo Xiang, Cheng Qin, Jing Chen, Juan Deng, Ke Gong, Kezhi Liu, Maomao Zhang, Mingyuan Tian, Shuang Feng, Wei Lei, Xiaotong Cheng, Xiaoyuan Liao, Xinyi Zhou, Yanjie Peng, Yuwen Chen, Yuxiang Wang, Zhenle Peng대한신경정신의학회 · PSYCHIATRY INVESTIGATION2024 · 제21권 제11호MMORPG 이용자들의 게임 이용 동기와 인터넷 게임 중독의 사이에서 게임 내 행동의 매개 효과이인혜, 정겨운, 정호진한국건강심리학회 · 한국심리학회지: 건강2018 · 제23권 제2호게임선용, 역기능적 게임사용, 회피 동기의 공동 궤적이영글(사)한국컴퓨터게임학회 · 컴퓨터게임및콘텐츠논문지2025 · 제38권 제8호Psychometric Properties of the Persian Version of the Gaming Motivation ScaleAfarin Rahimi-Movaghar, Arshiya Sangchooli, Behrang Shadloo, Hosein Rafiemanesh, Kamyar Ghani, Maral Mardaneh Jobehdar, Marziyeh Hamzehzadeh, Masoumeh Amin-Esmaeili, Orsolya Király, Rabert Farnam, Yekta Rahimi, Zsolt Demetrovics대한신경정신의학회 · PSYCHIATRY INVESTIGATION2023 · 제20권 제7호

이 간행물의 다른 논문 (20건)