Intrinsic and peer-influenced motivation for playing video games

The instruments that have been used so far to assess motivation to engage in video games are grounded in self-determination theory and include dimensions pertaining to intrinsic and extrinsic motivation. In relation to video games, extrinsic motivation has been operationalised as playing video games for the purpose of collecting points, rare items, virtual currency, or reaching higher levels of the game and unlocking new segments. Nevertheless, the acquisition of such in-game incentives can also indicate an intrinsic motivation that could be driven by the pursuit of further progress in the game or the achievement of skills. Adolescents play video games for various social reasons. Given the strong desire for peer acceptance during adolescence, it is surprising that the influence of peers is overlooked when measuring extrinsic motivation for gaming. The aim of this study was to develop and validate a new instrument to measure motivation to play video games, in which extrinsic motivation is operationalised as playing video games as a result of peer influence. For this purpose, the Gaming Motivation Questionnaire, consisting of two dimensions - intrinsic and peer-influenced motivation, was constructed. A sample of 690 high school students (54.2% boys, age 14-19 years) from the four largest Croatian cities completed the Gaming Motivation Questionnaire, the Gaming Motivation Scale, and the Passion Scale. The results show that this instrument demonstrates good internal consistency and construct validity. The intrinsic motivation measured in this study was positively related to intrinsic motivation measured with another validated instrument used to assess motivation to play video games, as well as introjected regulation and harmonious passion for gaming. On the other hand, peer-influenced motivation was positively associated with introjected regulation and obsessive passion, as well as negatively associated with harmonious passion. In conclusion, the Gaming Motivation Questionnaire shows potential for use in further research on the topic of the influence of peer relationships on playing video games.

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Publication Details

Journal
Kriminologija & socijalna integracija
Published
2025-06-17
DOI
https://doi.org/10.31299/ksi.33.1.1
Primary Topic
Educational Games and Gamification
Type
article
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article

Intrinsic and peer-influenced motivation for playing video games

Ivana Vrselja, Martina Lotar Rihtarić
Kriminologija & socijalna integracija
Educational Games and Gamification
article

Intrinsic and peer-influenced motivation for playing video games

Ivana Vrselja, Martina Lotar Rihtarić
article en

Abstract

The instruments that have been used so far to assess motivation to engage in video games are grounded in self-determination theory and include dimensions pertaining to intrinsic and extrinsic motivation. In relation to video games, extrinsic motivation has been operationalised as playing video games for the purpose of collecting points, rare items, virtual currency, or reaching higher levels of the game and unlocking new segments. Nevertheless, the acquisition of such in-game incentives can also indicate an intrinsic motivation that could be driven by the pursuit of further progress in the game or the achievement of skills. Adolescents play video games for various social reasons. Given the strong desire for peer acceptance during adolescence, it is surprising that the influence of peers is overlooked when measuring extrinsic motivation for gaming. The aim of this study was to develop and validate a new instrument to measure motivation to play video games, in which extrinsic motivation is operationalised as playing video games as a result of peer influence. For this purpose, the Gaming Motivation Questionnaire, consisting of two dimensions - intrinsic and peer-influenced motivation, was constructed. A sample of 690 high school students (54.2% boys, age 14-19 years) from the four largest Croatian cities completed the Gaming Motivation Questionnaire, the Gaming Motivation Scale, and the Passion Scale. The results show that this instrument demonstrates good internal consistency and construct validity. The intrinsic motivation measured in this study was positively related to intrinsic motivation measured with another validated instrument used to assess motivation to play video games, as well as introjected regulation and harmonious passion for gaming. On the other hand, peer-influenced motivation was positively associated with introjected regulation and obsessive passion, as well as negatively associated with harmonious passion. In conclusion, the Gaming Motivation Questionnaire shows potential for use in further research on the topic of the influence of peer relationships on playing video games.

Kriminologija & socijalna integracijaVol. 33(1)
University of Zagreb (HR), Catholic University of Croatia (HR)
Openalex Percentile: Top 86%
Educational Games and Gamification
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