SynthesisJournal of behavioral addictions2022
A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI).
Synthesis in Journal of behavioral addictions, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 33 papers, 2 of them syntheses that pooled it.
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Who cites it
33 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Efficacy of game-based interventions on cognitive performance in children and adolescents with attention-deficit/hyperactivity disorder: a systematic review and meta-analysis.BMC psychiatry · 2025Pooled it
- The tangled ways to classify games: A systematic review of how games are classified in psychological research.PloS one · 2024Pooled it
- Video Gaming and Psychological Well-Being Among Sexual and Gender Diverse Youth in Canada, the United States, Mexico, the United Kingdom, and Australia: Protocol for a LEVEL UP! Cross-Sectional Survey and Screenshot Elicitation Interview Study.JMIR research protocols · 2026Article
- Preliminary Outcomes of a Five-Session Motivation-Centered Program for Internet Gaming Disorder: A Completer Analysis of a Randomized Trial.Behavioral sciences (Basel, Switzerland) · 2026Article
- Gaming disorder and compensation-based gaming motivations: A longitudinal study of emerging adults.Journal of behavioral addictions · 2026Article
- Coping, escapism, and fantasy motives and depression symptoms mediate the relationship between emotion dysregulation and gaming disorder.Addictive behaviors reports · 2026Article
- Introjected regulation is the primary predictor of gaming disorder symptoms across WHO and APA criteria in a representative sample of Polish adolescents.Scientific reports · 2026Article
- Entrapment in games: Reframing persistence in the I-PACE framework.Journal of behavioral addictions · 2026Review
- Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances: A cohort study.Journal of behavioral addictions · 2026Article
- Conceptualization and Measurement of Withdrawal Symptoms in Gaming Disorder and Development and Psychometric Validation of the Gaming Withdrawal Symptoms Questionnaire: Cross-Sectional Study.JMIR serious games · 2026Article
- Driven by motivation, fueled by rage, and struggling to disengage: a serial mediation model of internet gaming disorder in adolescents.Scientific reports · 2026Article
- What Drives Saudi Gamers? A Study of Gender, Genre, and Geography.Behavioral sciences (Basel, Switzerland) · 2026Article
- Associations of psychological distress, gaming motives and internet gaming disorder in adolescents: a network analysis.Frontiers in psychiatry · 2026Article
- Psychometric properties of the Arabic Motives for Online Gaming Questionnaire.Frontiers in psychiatry · 2026Article
- Prevalence of internet gaming disorder and measurement invariance of the IGDS9-SF in a high-risk Latin American sample.Frontiers in psychiatry · 2026Article
- Post-gaming return to reality: a key factor in predicting the positive and negative outcomes of escapism.Frontiers in psychiatry · 2026Article
- Comparative study of motivational drivers behind players' selection of Palworld.Scientific reports · 2025Article
- The role of video game consumption habits in the relationship between gender and attitudes towards violence among adolescents.Scientific reports · 2025Article
- Gender differences in problematic gaming among Chinese adolescents and young adults.BMC psychiatry · 2025Article
- The Digital Media-use Effects (d-MUsE) Model: A comprehensive framework for exploring/studying functional and dysfunctional effects on adolescent wellbeing.Journal of behavioral addictions · 2025Review
Corrections and comments
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Authors and funding
7 authors.
Funding
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Abstract
Background and aims: The popularity of video gaming has generated significant interest in research methods to examine motivations for gaming. Current measures of gaming motives are limited by lack of scope and/or their applicability to specific game genres only. We aimed to create a comprehensive motivation inventory applicable to any gaming genre and to evaluate its psychometric properties in a large sample of highly engaged video gamers. Methods: Stage 1 of this project involved a systematic review that generated the items for the Gaming Motivation Inventory (GMI). Stages 2-4 involved an evaluation of the psychometric properties of the GMI. A sample of 14,740 video gamers (89.3% male; mean age 24.1 years) were recruited via an online survey promoted by a popular gaming magazine. Results: In Stage 2, twenty-six gaming motives were identified, which clustered into six higher-order dimensions (Mastery, Immersion/Escapism, Competition, Stimulation, Social, Habit/Boredom). In Stage 3, construct validity of the six higher-order motives was assessed by associations with gaming-related, personality, and psychological variables. In Stage 4, the relationships between motives and depression symptoms and gaming disorder symptoms were explored. Although gaming motives had weak associations with gaming genres, they were moderately related to variables such as competitiveness, sociability, and positive and negative affect. Gaming disorder symptoms were directly predicted by depression symptoms and indirectly via Immersion/Escapism, Habit/Boredom, and Competition motives. Discussion and conclusions: These findings support the notion that motives are one of the primary causes of gaming behavior and play an important role in predicting its problematic nature. The GMI is a psychometrically valid tool that will be useful for gaining insights into factors underlying gaming behaviors.
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Registered trials
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