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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