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Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

Overview of attention for article published in Frontiers in Psychology, January 2013
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (99th percentile)
  • High Attention Score compared to outputs of the same age and source (97th percentile)

Mentioned by

news
11 news outlets
blogs
4 blogs
twitter
27 X users
facebook
2 Facebook pages
googleplus
3 Google+ users
reddit
1 Redditor
video
1 YouTube creator

Citations

dimensions_citation
97 Dimensions

Readers on

mendeley
308 Mendeley
citeulike
1 CiteULike
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Title
Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)
Published in
Frontiers in Psychology, January 2013
DOI 10.3389/fpsyg.2013.00608
Pubmed ID
Authors

Joseph Hilgard, Christopher R. Engelhardt, Bruce D. Bartholow

Abstract

A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

X Demographics

X Demographics

The data shown below were collected from the profiles of 27 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 308 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 3 <1%
United States 2 <1%
Austria 2 <1%
United Kingdom 2 <1%
Italy 1 <1%
Brazil 1 <1%
Germany 1 <1%
Switzerland 1 <1%
Canada 1 <1%
Other 1 <1%
Unknown 293 95%

Demographic breakdown

Readers by professional status Count As %
Student > Master 52 17%
Student > Bachelor 50 16%
Student > Ph. D. Student 42 14%
Researcher 33 11%
Student > Postgraduate 18 6%
Other 54 18%
Unknown 59 19%
Readers by discipline Count As %
Psychology 111 36%
Medicine and Dentistry 27 9%
Social Sciences 22 7%
Computer Science 20 6%
Business, Management and Accounting 9 3%
Other 50 16%
Unknown 69 22%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 132. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 16 February 2021.
All research outputs
#315,175
of 25,468,789 outputs
Outputs from Frontiers in Psychology
#640
of 34,532 outputs
Outputs of similar age
#2,086
of 289,430 outputs
Outputs of similar age from Frontiers in Psychology
#30
of 967 outputs
Altmetric has tracked 25,468,789 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 98th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 34,532 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 13.3. This one has done particularly well, scoring higher than 98% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 289,430 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 99% of its contemporaries.
We're also able to compare this research output to 967 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 97% of its contemporaries.