Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
12th Annual Conference
Session ID : T-1
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Peer reviewed session
A Study on the Relationship between Game Literacy and Motivation for Gaming among University Students
*Masanori FUKUI*Hiroaki OHDACHI*Masakatsu KURODA
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
This study aims to explore the relationship between game literacy and motivation to use games among college students and to obtain basic knowledge for cultivating game literacy. We prepared “Game Literacy” scale, “Game-Related Personality” scale, and “Game Uses and Gratifications” scale and surveyed 103 second-year private university students. As a result, we found that (1) “Fantasy” relates “Skill,” and “Understanding/Utilization,” (2) “Preference” relates “Imagination/Immersion," (3) “Achievement” relates “Skill,” “Manners/Morals,” and “Exploration/Challenge,” (4) “Friends” relates “Understanding/Utilization,” (5) “Study” relates “Skill,” “Understanding/Utilization,” “Manners/Morals,” “Calm/Cautious,” “Imagination/Immersion,” and “Exploration/Challenge” were significantly related to each other. On the other hand, (6) “Recognition” and “Diversion” were not related to any of the factors of the Game Literacy scale or the Game- Related Personality scale.
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© DiGRA JAPAN

この記事はクリエイティブ・コモンズ [表示 4.0 国際]ライセンスの下に提供されています。
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