Dissertation/Thesis Abstract

The author has requested that access to this graduate work be delayed until 2020-02-01. After this date, this graduate work will be available on an open access basis.
Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation between Those Who May or May Not Play Video Games
by Camarata, Joseph, M.A., East Tennessee State University, 2017, 59; 13830162
Abstract (Summary)

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.

Indexing (document details)
Advisor: Waters, Susan
Commitee: Dunn, Robert, Richards, Melanie, Waters, Susan
School: East Tennessee State University
Department: Professional Communications
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
Publication Number: 13830162
ISBN: 9780438790964
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