2019
DOI: 10.24251/hicss.2019.298
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Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)

Abstract: In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: R… Show more

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Cited by 20 publications
(21 citation statements)
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“…Whilst there has not been as many new questionnaires created by Media scholars, Wu [13] built on Sherry [20] to include 'Continuance Intention'. The one noted exception is the Intrinsic Motivations to Gameplay questionnaire (IMG; [30]), which purposefully references multiple disciplines as inspiration. This is however the exception to the rule, as most questionnaires sit within one discipline of influence.…”
Section: How We Got Here: a Brief History Of Player Questionnairesmentioning
confidence: 99%
“…Whilst there has not been as many new questionnaires created by Media scholars, Wu [13] built on Sherry [20] to include 'Continuance Intention'. The one noted exception is the Intrinsic Motivations to Gameplay questionnaire (IMG; [30]), which purposefully references multiple disciplines as inspiration. This is however the exception to the rule, as most questionnaires sit within one discipline of influence.…”
Section: How We Got Here: a Brief History Of Player Questionnairesmentioning
confidence: 99%
“…First, negative consequences like violence [9] and physical correlates [36] have been investigated. Second, studies tested positive aspects like motivational drivers to play [22,54], explanations for revenue made [15,17,29], or the acquisition of competencies in video games that are relevant in the real word as well [24,42]. Since we want to better understand the influence of identification with the community as a predictor of MOG play, which we frame as a proxy to different desired outcomes (e.g., satisfaction, loyalty), we anchor our study within the second category.…”
Section: Context Of the Studymentioning
confidence: 99%
“…The vast majority of our sample consisted of males (150 males, 86 females). Most participants came from Germany (116) or North-America (34) and stated that the highest academic degree they currently held was a high school diploma (50) or bachelor's degree (54). Additionally, participants had been playing video games around 14 years (M = 13.98, SD = 8.99).…”
Section: Data Sampling and Participant Characteristicsmentioning
confidence: 99%
“…Scales Used Tondello [78] Aesthetic, Narrative, Goal, Challenge Yee [86] Mechanics, Discovery, Role-Playing, Customisation, Escapism Trojan [44] Completionist, Escapist, Story Driven, Smarty Pants VKS [84] Immersion, Achievement, Challenge BrainHex [61] Seeker, Survivor, Mastermind, Daredevil, Achiever GAMES [33] Story, Escapism, Customisation, Grinding/Completion, Autonomy/Exploration PENS [67] Competence, Autonomy, Relatedness, Presence/Immersion Sherry [70] Challenge, Diversion, Fantasy, Arousal GAMS [50] Intrinsic Motivation, Integrated Regulation, Identified Regulation, Introjected Regulation, External Regulation IMG [82] Competence, Immersion, Fun, Autonomy…”
Section: Questionnairementioning
confidence: 99%