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You Could Have Just Asked: The Perception of Motivations to Play Violent Video Games

Author

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  • Julia Kneer
  • Ruud Jacobs
  • Christopher J Ferguson

Abstract

Recent research has found that age and playing experience moderates people¡¯s opinions regarding video games¡¯ negative effects while the perception of the cause of game play ¨C game play motivation ¨C was not considered so far. This study investigated how age and playing expertise influence perceived game play motivations. A survey was performed on a sample of mixed age (N = 374). Categories found for perceived playing motivations for violent video games were: virtual aggression, fun/challenge, catharsis, boredom, and social. Fun/challenge was found to be the main motivations for both, non-players and players. However, age positively and playing experience negatively predicted the importance of the perceived motivation virtual aggression while the opposite pattern was found for fun/challenge. The discussion focuses on: 1.) How we should deal with such in- and out-group perceptions in game studies, 2.) how beliefs about player motivations influence further perceptions, and 3.) the necessity of understanding how society¡¯s perception of games can influence game science itself.

Suggested Citation

  • Julia Kneer & Ruud Jacobs & Christopher J Ferguson, 2018. "You Could Have Just Asked: The Perception of Motivations to Play Violent Video Games," Studies in Media and Communication, Redfame publishing, vol. 6(2), pages 1-11, December.
  • Handle: RePEc:rfa:smcjnl:v:6:y:2018:i:2:p:1-11
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    File URL: http://redfame.com/journal/index.php/smc/article/view/3389
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    More about this item

    Keywords

    game play motivations; playing expertise; age; perception; violent video games;
    All these keywords.

    JEL classification:

    • R00 - Urban, Rural, Regional, Real Estate, and Transportation Economics - - General - - - General
    • Z0 - Other Special Topics - - General

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