An exploration of motives in sport video gaming

  • Kim Y
  • Ross S
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This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor analysis. Through a rigorous scale development procedure, seven motivation dimensions were identified -- knowledge application, identification with sport, fantasy, competition, entertainment, social interaction and diversion. The results also suggest that the pattern of sport video game use is more purposeful and active than uses of more traditional media. Future research opportunities and managerial implications for using video games in developing a more creative and interactive communication tool are also discussed. [ABSTRACT FROM AUTHOR] Copyright of International Journal of Sports Marketing & Sponsorship is the property of International Marketing Reports Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

Author-supplied keywords

  • FACTOR analysis
  • INTERACTIVE computer systems
  • MOTIVATION (Psychology)
  • SOCIAL interaction
  • SPORTS in video games
  • motivation
  • sport video game (SVG)
  • uses and gratification
  • virtual sports

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  • Yongjae Kim

  • Stephen D Ross

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