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Journal Article

Citation

Yang CC, Liu D. Cyberpsychol. Behav. Soc. Netw. 2017; 20(1): 52-57.

Affiliation

2 The Center of Internet Plus Social Psychology, Department of Psychology, Renmin University of China , Beijing, China .

Copyright

(Copyright © 2017, Mary Ann Liebert Publishers)

DOI

10.1089/cyber.2016.0562

PMID

28080150

Abstract

Mobile games such as Pokémon Go have become a major form of entertainment, and yet little is known about why people play the games and how their motives associate with well-being. Although literature on motives for playing video and online games is informative, the findings may not reflect the full spectrum of mobile gaming motives due to some unique affordances of mobile games (e.g., mobility). To catch up with the evolving gaming context, a popular mobile game, Pokémon Go, was taken as an example to explore individuals' mobile gaming motives. A Pokémon Go Motive Scale was developed. Seven motives were identified through factor analyses based on survey data from 262 Pokémon Go players (45 percent women; Mage = 30.71, standard deviation = 7.77): Exercise, Fun, Escapism, Nostalgia, Friendship Maintenance, Relationship Initiation, and Achievement. Both Fun and Friendship Maintenance were positive correlates of well-being, whereas Escapism and Nostalgia were negative correlates. Relationship Initiation was associated with both better and poorer well-being. Implications of the findings are discussed.


Language: en

Keywords

gaming; gaming motive; mobile game; well-being

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