Evidence map›Paper›PMID 35939353›Full record

SynthesisJournal of behavioral addictions2022

A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI).

Orsolya Király, Joël Billieux, Daniel L King, Róbert Urbán, Patrik Koncz, Eszter Polgár, Zsolt Demetrovics

Abstract readSystematic Review
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
33citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

33 citing papers in PubMed, 2 syntheses or guidelines pooled it.

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  12. What Drives Saudi Gamers? A Study of Gender, Genre, and Geography.Behavioral sciences (Basel, Switzerland) · 2026
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Orsolya Király1Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.ORCID 0000-0001-9981-4212
Joël Billieux2Institute of Psychology, University of Lausanne, Lausanne, Switzerland.ORCID 0000-0002-7388-6194
Daniel L King4College of Education, Psychology, & Social Work, Flinders University, Adelaide, Australia.ORCID 0000-0002-1762-2581
Róbert Urbán1Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.ORCID 0000-0002-2058-5937
Patrik Koncz1Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.ORCID 0000-0001-8369-624X
Eszter Polgár1Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
Zsolt Demetrovics1Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.ORCID 0000-0001-5604-7551

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Behavior, AddictiveVideo GamesAdultFemaleHumansInternetMaleMotivationPsychometricsSurveys and QuestionnairesYoung Adultaddictivebehaviorgaming disordermotivationpsychometricssurveys and questionnairesvideo games

Identifiers

PMID35939353
PMCPMC9872527

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.