Motivations for game play and the social capital and civic potential of video games

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Bibliographic Details
Authors and Corporations: Dalisay, Francis, Kushin, Matthew J, Yamamoto, Masahiro, Liu, Yung-I, Skalski, Paul
In: New Media & Society, 17, 2015, 9, p. 1399-1417
published:
SAGE Publications
Media Type: Article, E-Article

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further information
Physical Description: 1399-1417
ISSN: 1461-4448
1461-7315
DOI: 10.1177/1461444814525753
published in: New Media & Society
Language: English
Subjects:
Collection: SAGE Publications (CrossRef)
Table of Contents

<jats:p>This study examined the relationships between video game play motivations identified by Yee (2006), social capital (measured by social trust and neighborliness), political participation, and civic engagement. Results of a survey of 465 college students in the United States showed that the Social motivation for video game play was positively associated with neighborliness. A factor consisting of Discovery/Role-playing/Customization, subcomponents of the Immersion motivation, was positively associated with civic engagement. Also, two marginally significant associations were found: a positive one between the Achievement motivation and civic engagement, and a negative one between Escapism, a subcomponent of the Immersion motivation, and trust. Implications were discussed.</jats:p>