¿Por qué los adolescentes juegan videojuegos? Propuesta de una escala de motivos para jugar videojuegos a partir de la teoría de usos y gratificaciones
DOI:
https://doi.org/10.7764/cdi.42.1314Palabras clave:
usos y gratificaciones, motivos, videojuegos, escalas de mediciónResumen
Este artículo propone una escala de motivos para jugar videojuegos en adolescentes, adaptada al castellano a partir de los estudios previos de Selnow (1984), Wigand et al. (1985), Raney et al. (2006) y Sherry et al. (2006). Se utilizaron datos obtenidos a partir de 400 cuestionarios aplicados a estudiantes españoles de entre 14 y 20 años. Se ha comprobado la fiabilidad del modelo mediante el análisis factorial confirmatorio y de consistencia interna, así como la validez de criterio y constructo relacionando los cuatro factores del modelo con variables de consumo y rasgos de personalidad, respectivamente.
Descargas
Citas
Asociación Española de Videojuegos (AEVI). (2016). Anuario 2016. Anuario de la Industria del Videojuego [2016 Yearbook. Yearbook of the videogame industry]. Retrieved from http://www.aevi.org.es/web/wp-content/uploads/2017/06/ANUARIO_AEVI_2016.pdf
Bandura, A. (1994). The social cognitive theory of mass communication. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research (pp. 61–90). Hillsdale, NJ: Lawrence Erlbaum Associates.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19. Retrieved from https://www.researchgate.net/profile/Richard_Bartle/publication/247190693_Hearts_clubs_diamonds_spades_Players_who_suit_MUDs/links/540058700cf2194bc29ac4f2/Hearts-clubs-diamonds-spades-Players-who-suit-MUDs.pdf
Blumler, J. & Katz, E. (1974). The uses of mass communications: Current perspectives on gratifications. Beverly Hills, CA: Sage.
Brunborg, G. S., Mentzoni, R. A., Melkevik, O. R., Torsheim, T., Samdal, O., Hetland, J., Andreassen, C. S., & Palleson, S. (2013). Gaming addiction, gaming engagement, and psychological health complaints among Norwegian adolescents. Media Psychology, 16(1), 115-128. https://doi.org/10.1080/15213269.2012.756374
Buss, A. H. & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452-459. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.455.5915&rep=rep1&type=pdf
Colwell, J. & Payne, J (2000). Negative correlates of computer game play in adolescents. British Journal of Psychology, 91(3), 295-310. https://doi.org/10.1348/000712600161844
Dalisay, F., Kushin, M. J., Yamamoto, M., Liu, Y. I., & Skalski, P. (2015). Motivations for game play and the social capital and civic potential of video games. New Media & Society, 17(9), 1399-1417. https://doi.org/10.1177/1461444814525753
De Grove, F., Cauberghe, V., & Van Looy, J. (2014). Development and validation of an instrument for measuring individual motives for playing digital games. Media Psychology, 19(1), 101-125. https://doi.org/10.1080/15213269.2014.902318
De Schutter, B. (2011). Never too old to play: The appeal of digital games to an older audience. Games and Culture, 6(2), 155-170. https://doi.org/10.1177/1555412010364978
Deci, E. L. & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York, NY: Plenum Press.
Delwiche, A. A. & Henderson, J. J. (2013). The players they are a-changin': The rise of older MMO gamers. Journal of Broadcasting & Electronic Media, 57(2), 205-223. https://doi.org/10.1080/08838151.2013.787077
Greenberg, B. S. (1974). Gratifications of television viewing and their correlates for British children. In J. G. Blumler & E. Katz (Eds.), The uses of mass communications: Current perspectives on gratifications research (pp. 71-92). Beverly Hills, CA: Sage.
González, A. & Igartua, J. J. (2015). Validación de una escala de motivos para jugar a videojuegos y su interacción con rasgos de personalidad: agresividad y empatía [Validation of a scale of reasons to play videogames and their interaction with personality traits: aggression and empathy]. In I. Martínez de Salazar & David Alonso (Eds.), Videojuegos: diseño y sociología [Videogames: design and sociology] (pp. 111-126). Madrid: Editorial ESNE.
Hartmann, T., Möller, I., & Krause, C. (2014). Factors underlying male and female use of violent video games. New Media & Society, 17(11), 1777-1794. https://doi.org/10.1177/1461444814533067
Interactive Software Federation of Europe (ISFE). (2017). GameTrack European Summary (Q3, 2017). Retrieved from https://www.isfe.eu/industry-facts
Jansz, J. & Tanis, M. (2007). Appeal of playing online first-person shooter games. CyberPsychology & Behavior, 10(1), 133–136. https://doi.org/10.1089/cpb.2006.9981
Krampen, G. (2000). Handlungstheoretische Persönlichkeitspychologie [Action Theory Personality Psychology]. In P. Vorderer & J. Bryant (Eds.), Playing video games, motives, responses and consequences (pp. 115-129). New Jersey: Lawrence Erlabum Associates.
Klug, G. C. & Schell, J. (2006). Why people play games: an industry perspective. In P. Vorderer & J. Bryant (Eds), Playing video games, motives, responses and consequences (pp. 91-100). New Jersey: Lawrence Erlabum Associates.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95. https://doi.org/10.1080/15213260802669458
Lin, S. F. (2010). Gender differences and the effect of contextual features on game enjoyment and responses. Cyberpsychology, Behavior, and Social Networking, 13(5), 533-537. https://doi.org/10.1089/cyber.2009.0293
Martorell, M. C., González, R., & Calvo, A. (1998). Cuestionario de Conducta Prosocial [Prosocial Behavior Questionnaire]. Valencia: Universidad de Valencia.
Myers, D. (1990). Computer game genres. Play & Culture, 3(4), 286-301.
Ohler, P. & Nieding, G. (2006). Why play? An evolutionary perspective. In P. Vorderer & J. Bryant (Eds.), Playing video games, motives, responses and consequences (pp. 101-114). New Jersey: Lawrence Erlabum Associates.
Olson, C. K. (2010) Children’s Motivations for Video Game Play in the Context of Normal Development. Review of General Psychology, 14(2), 180-187. https://doi.org/10.1037/a0018984
Osmanovic, S. & Pecchioni, L. (2015). Beyond entertainment: motivations and outcomes of video game playing by older adults and their younger family members. Games and Culture, 11(1-2), 130-149. https://doi.org/10.1177/1555412015602819
Palmgreen, P. & Rayburn, J. D. (1985). An expectancy-value approach to media gratifications. In P. Vorderer & J. Bryant (Eds.), Playing video games, motives, responses and consequences (pp. 115-129). New Jersey: Lawrence Erlabum Associates.
Raney A. A., Smith, J. K., & Baker, K. (2006). Adolescents and the appeal of video games. In P. Vorderer & J. Bryant (Eds.), Playing video games, motives, responses and consequences (pp. 165-180). New Jersey: Lawrence Erlabum Associates.
Rey, C. (2003). La medición de la empatía en preadolescentes y adolescentes varones: adaptación y validación de una escala [The measurement of empathy in preadolescent and adolescent males: adaptation and validation of a scale]. Revista Latinoamericana de Psicología, 35(2), 185-194.
Rodríguez de Sepúlveda, D. & Igartua, J. J. (2010). Creación y validación de una escala de motivos para videojugar [Creation and validation of a scale of motives for videogaming]. In F. Ortega & L. Cardeñosa (Eds.), Nuevos medios, nueva comunicación [New media, new communication] (pp. 217-234). Salamanca: II Congreso Internacional de Comunicación 3.0.
Ruggiero, E. (2000). Uses and gratifications theory in the 21st century. Mass Communication and Society, 3(1), 3–37. https://doi.org/10.1207/S15327825MCS0301_02
Schumann, C. & Schultheiss, D. (2009). Power and nerves of steel or thrill of adventure and patience? An empirical study on the use of different video game genres. Journal of Gaming and Virtual Worlds, 1(1), 39-56. https://doi.org/10.1386/jgvw.1.1.39_1
Selnow, G. W. (1984). Playing videogames: The electronic friend. Journal of Communication, 34(2), 148-156. https://doi.org/10.1111/j.1460-2466.1984.tb02166.x
Sherry J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. In P. Vorderer & J. Bryant (Eds), Playing video games, motives, responses and consequences (pp. 213-224). New Jersey: Lawrence Erlabum Associates.
Vieira, E. T. & Krcmar, M. (2011). The Influences of Video Gaming on US Children's Moral Reasoning About Violence. Journal of Children and Media, 5(2), 113-131. https://doi.org/10.1080/17482798.2011.558258
Vorderer P., Bryant, J., Pieper, K. M., & Weber, R. (2006). Playing video games as enterteinament. In P. Vorderer & J. Bryant (Eds.), Playing video games, motives, responses and consequences (pp. 1-8). New Jersey: Lawrence Erlabum Associates.
Wigand, R. T., Borstelmann, S. E., & Boster, F. J. (1985). Electronic leisure: Video game usage and the communication climate of video arcades. Communication Yearbook, 9(1), 275-293. https://doi.org/10.1080/23808985.1986.11678611
Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for gender: Gender roles and behaviors among online gamers. Journal of Communication, 59(4), 700-725. https://doi.org/10.1111/j.1460-2466.2009.01453.x
Yee, N. (2006). Motivations for play in online games. CyberPsychology and Behavior, 9(6), 772-775. https://doi.org/10.108