Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired

<b><i>Purpose:</i></b> Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. <b><i>Methods:</i></b> Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. <b><i>Results:</i></b> A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. <b><i>Conclusions:</i></b> This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.

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Publication Details

Journal
Games for Health Journal
Published
2025-11-21
DOI
https://doi.org/10.1177/2161783x251393532
Primary Topic
Tactile and Sensory Interactions
Type
article
Field-Weighted Citation Impact
0.00
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article

Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired

Qiaolei Jiang, Peixuan Cui, Dong Liu, Junming Yi et al.
Games for Health Journal
Tactile and Sensory Interactions
article

Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired

Qiaolei Jiang, Peixuan Cui, Dong Liu, Junming Yi, Yongjie Yue
article en

Abstract

<b><i>Purpose:</i></b> Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. <b><i>Methods:</i></b> Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. <b><i>Results:</i></b> A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. <b><i>Conclusions:</i></b> This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.

Games for Health Journal
Renmin University of China (CN), Tsinghua University (CN)
Openalex Percentile: Top 63%
Tactile and Sensory Interactions
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