This research aims to fill a research gap by examining video games to explore whether gender, age, or hours played per week would exert any influence on the information of those who may or may not play video games. Mood Management Theory and Uses and Gratification Theory were used as the theoretical foundation for this study. Four-hundred-three East Tennessee State University students who received the survey via email were asked to voluntarily participate in a survey about their motivations behind playing video games. Results from MANOVA showed that the motivations of male participants on video games were significantly higher than were female participants on video games. Moreover, those who claimed to play five or more hours of video games per week were significantly higher than those who claimed to play zero hours per week.
|Commitee:||Dunn, Robert, Richards, Melanie, Waters, Susan|
|School:||East Tennessee State University|
|School Location:||United States -- Tennessee|
|Source:||MAI 58/04M(E), Masters Abstracts International|
|Subjects:||Communication, Web Studies, Mass communications|
|Keywords:||Gender, Mood management, Motivation, Uses and gratification, Video games|
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