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Video Games and Motivation 1 Video Games: Motivation for play among Military Service Members Submitted as required for Research Methods PSYC 330 Dr. Ed Piper Campbell University, Camp Lejeune, North Carolina Allyson K. Lindsey July 1, 2012

Video Games: Motivation

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Page 1: Video Games: Motivation

Video Games and Motivation 1

Video Games:

Motivation for play among Military Service Members

Submitted as required for

Research Methods

PSYC 330

Dr. Ed Piper

Campbell University, Camp Lejeune, North Carolina

Allyson K. Lindsey

July 1, 2012

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Video Games and Motivation 2

Abstract

This study was conducted to investigate what motivates military members to play video games.

Participants were selected from a random sample of 40 military members stationed aboard Camp

Lejeune, North Carolina. The 40 mixed male/female participants were placed in groups of two:

married (M) and single (S). To determine motivating factors for adult video game play, a survey

with one question with four answers (ranked from 1 to 4, 1 being highest) was distributed to

participants for data collection. The Chi-square is 15.82, with probability of less than 1 (p=0.01)

was used in this study to decide the independence of the groups. All of the participants who

were randomly selected for the study use one gaming platform or another to play video games.

The study reflects a significant difference in what motivates married and single adult service

members to play video games. In this study, the null hypothesis (H0) is rejected.

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Introduction

Since the early 1970’s video games have made a steady rise in mainstream popularity,

and in these current times, they are arbitrarily considered a ‘hobby.’ Numerous anti-addiction

focused groups proclaim playing video games as a would-be ‘highway to hell’ and suggest the

implication that ‘gaming’ will lead to increased weight, paleness, and general lifelessness.

Certain political activists like Gayle Ruzicka have even gone as far as to label video games

“violent stuff” and showed rigid support of the controversial bill HB 353 in Utah, 2009

(Peckham, 2009). HB 353 was an attempt to institute a government control over internal video

game activities (Peckham, 2009). The bill did not pass.

The bill was written and promoted by Utah resident Jack Thompson, an extreme anti-

game activist who found an avid supporter in Utah’s Republican Senator Chris Buttars (Game

Politics, 2009). Buttars called for strict regulation of all video games after a 2003 incident where

a teenager (who was not quite 18 years of age) killed police personnel after playing a video game

called Grand Theft Auto (Game Politics, 2009). Supporters of the bill used the teenager’s arrest

as a backdrop for their fight in legislation, as when arrested the teen proclaimed, “Life is a video

game. You’ve got to die sometime” (Fox News, 2005).

Ideations of those like Thompson and Buttars depict people [gamers], mostly adolescents

[teenagers], as dangerous. Though the two focus on teens, the bill would have been applicable to

all who play. Their descriptions of adolescents appear bent and twisted to allow the opponents

of gaming to create warped mental pictures of unhealthy, video-crazed, violent people. What

rigid anti-gamers fail to advertise are that the described scenarios are extreme often unfounded.

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In this study, adults play video games for a variety of reasons: to relieve boredom or stress, to

simulate a combat environment, or because they are in some way ‘hooked’ on gaming.

Video games have gradually progressed from the simple, yet popular Atari 5400 games

such as Turbo, to seemingly more addictive arcade games, such as PacMan and Centipede. No

one seemed to mind video games in the 1970’s and 1980’s. It was in 1994 that the

Entertainment Software Rating Board (ESRB) was founded and ratings were added to video

games (Kwan). The game Mortal Combat, popular among both teens and adults, was the game

that spawned the ratings rush. While video games are not made to promote violence and

addiction, or to encourage escape from the responsibilities of reality; research depicts that

violence, habitual gaming and escapism does occur, even if unintentional. Gamers play because

they are bored, stressed and need an escape from a routine or mundane day. Parents often need

to unwind and by immersing themselves in a role unlike their true self they are able to do just

that. As a military service member, whether married or single, there is a need to feel prepared.

Some use their gaming platform as a quasi-target practice, shooting ‘bad guys’ in a simulated

combat environment. This study reflects a need to play video games as an escape from stress

and boredom, and not because of a need for violence.

Problem Statement

This study investigates why adult military members play video games; it also seeks to

determine whether or not there is a relationship between marital status and gaming.

Hypothesis

In this study, the following hypotheses are noted:

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H0 There is no relationship between marital status and motivation for playing video games.

H1 There is a relationship between marital status and motivation for playing video games.

Assumptions

1. Participants answered all survey questions without bias and with integrity.

2. The random sample size reflected an accurate population of adult service members aboard

Camp Lejeune, North Carolina.

3. The survey questionnaire was easy to understand, fair, and balanced.

4. All references to “gaming,” video game “play,” and “gaming platform” were clearly defined.

Limitations

1. Participants may have been dishonest when answering the survey questionnaire.

2. The random sample selected may not accurately reflect the whole of the military population.

3. The survey questionnaire may have had inconclusive or unreliable results or data.

4. The terms “gaming,” “play” or “gaming platform” may not have been clearly defined.

5. There was not enough time allocated to conduct the study.

Definitions

1. A game is defined as a “structured playing, usually undertaken for enjoyment and sometimes

used as an educational tool” (Game, 2012).

2. The term gaming is defined as ‘the playing of games.’

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3. For the purpose of this study, the word play is synonymous with gaming.

4. The term hooked is defined as ‘captivated’ or ‘devoted’ [to a game].

5. The term gaming platform refers to the player’s operating system, e.g Xbox, personal

computer (PC), PlayStation 3, et al.

6. A gamer is person who plays video games routinely.

Study Significance

A stereotype of nerdy gamers has long been that adults who play video games have

dysfunctional relationships fraught with issues caused by gaming (Stafford, 2012). While some

admit that excessive gaming can cause problems within a relationship, they too suggest that

adults in relationships, who play, become closer (Stafford, 2012). In many instances they only

play together with their social gaming network. This however does not apply only to married

couples, but single men and women as well. In this study, the reasons why participants play

differ for everyone, however slight.

Clearly, adult gamers have more time to play than that of children and adolescents but in

consideration they also have busier days filled with work, carpools and children, relationship

issues, financial strains due to the current economic conditions and more. Because of this, adult

gamers are “avid players” looking for some relief from hectic schedules (Lenhart, Jones &

Macgill, 2008). According to the Pew study of adults and video games, over half of America’s

adults play video games, most often via personal computers (Lenhart, Jones & Macgill, 2008).

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Methodology

Design

This was a descriptive correlational study conducted for the purpose investigating why

adult military members play video games, as well as to determine if there is a relationship

between marital status and gaming. This was a within-group design using adult military

participants. The participants were both male and female, grouped only by marital status.

Adult military members lead high stress, high tempo lives and often look for outlets with

which to vent daily frustrations. As such, volunteer participants were abundant and though each

participant came from different backgrounds, each had the common denominator of being an

active duty service member.

Subjects

Forty participants were chosen at random for the purpose of this study. All participants

were military members with varying educational backgrounds. For the purpose of this study, the

participants’ college experience was irrelevant. The age range of the participants varied from 18

to 45 years.

Instrument

The research for this study was collected using a survey questionnaire. The survey

consisted of a demographic portion: gender, age, marital status. In addition to demographics,

the survey held only two questions. One question held a list of gaming platforms and requested

the participant choose any and all that they utilize for play. The second question with answers

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ranked in importance to the participant, 1 and 2, with 1 being the most important to the

participant. The question was, “consider the following statement, I choose to play video games

because of…”

- Boredom and stress, as a means of escape or,

- To stimulate a combat environment or because of a gaming addiction

Gender gathered for informational purposes only and was not used during this study.

Procedure

The survey was developed and distributed to military members deployed as well as those

aboard the home base of Camp Lejeune. The typical time to complete the survey was

approximately five minutes with two minutes of the five used for a quick description and

purpose for the study.

Results

The data collected from the study reflected only a slight difference between the reasons

for adult video game play. The married group (M) and single group (S) each consisted of 20

participants, for a total of 40 participants. For the M group, 70% of the participants responded

that their gaming was due to boredom or stress. The S group responded similarly with 60% of

the participants choosing boredom or stress as the top ranked choice. The second response

choice seemed less attractive to the M group of participants, with mere 30% stating that they

play because their game somehow simulates a combat situation, or because of a gaming

addiction. The S group only had a 40% interest in playing because of a simulated combat

environment or because of an addition. See Table 1.

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For the purpose of this study, a Chi-square analysis was used to determine the

relationship of the variables. The degree of freedom was 1, with the probability at p=0.01.

Because the null hypothesis was rejected, the study determined that there is a relationship

between the variables, marital status and adult video gaming.

Group Stress and Boredom

Simulation of combat

environment/addiction Total

Married (M) 14 (70%) 6 (30%) 20

Single (S) 12 (60%) 8 (40%) 20

Total 26 14 40

Note: X2 = 15.82

Discussion

Several participants, when returning surveys, commented that their stress occurred when

financial issues were present in their lives or when they experienced relationship issues. The

latter was admitted by both the married group as well as the single. The general assumption of

the study was that a relationship between marital status and video game play does exist; the

results of this study support that assumption.

Recommendations for further study

For future studies on this subject one might include a second question to expand on what

the participant might consider as a stressor, e.g. financial hardships, family dysfunction. Other

questions could expand on why a participant may or may not feel addicted to a particular game,

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and if so, what about that game has a gravitational pull? Is it the character, the social networking

aspect? Has virtual reality merged with real world life, and to really delve deep, asking why

could be key to understanding why adults play.

Other nationally reported surveys have suggested cognitive benefits for adults playing

video games ("National survey: Playing," 2011). There are also reports of sharper intellect

among aging adults as well as improved vision (this is notable in children as well) ("National

survey: Playing," 2011). While these factors seem primarily physical in benefit, future studies

could focus on the mental aspects of game play, aside from relationship value. If children are

able to learn from educational games, why not adults?

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References

1. (2011). National survey: Playing video games helps older adults feel sharper. Retrieved from

PR Newswire website: http://www.prnewswire.com/news-releases/national-survey-

playing-video-games-helps-older-adults-feel-sharper-129717138.html

2. Fox News. (2005, February 16). Lawsuit: 'grand theft auto' led teen to kill. Associated Press.

Retrieved from http://www.foxnews.com/story/0,2933,147722,00.html

3. Game. In (2012). Wikipedia Wikimedia Foundation Inc. Retrieved from

http://en.wikipedia.org/wiki/Game

4. Game Politics. (2009, March 13). Did utah senate work from jack thompson's playbook to

pass video game bill?. Retrieved from http://www.gamepolitics.com/2009/03/13/did-

utah-http://www.gamepolitics.com/2009/03/13/did-utah-senate-work-jack-

thompson039s-playbook-pass-video-game-bill

5. Kwan, M. [Web log message]. Retrieved from

http://webcache.googleusercontent.com/search?q=cache:N4z3Cj9jqqgJ:http://videogames

.lovetoknow.com/wiki/When_Did_Video_Game_Ratings_Start+when did maturity

ratings get put on video games&hl=en&gbv=2&gs_l=hp.13.0l10.1578.4844

6. Lenhart, A., Jones, S., & Macgill, A. R. (2008). Pew internet project data memo: Adults and

video games. Retrieved from website: http://pewinternet.org

7. Peckham, M. (2009, March 9). Utah's games bill is dangerously wrong. Macworld, Retrieved

from http://www.macworld.com/article/1139281/utahgamebill.html

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8. Stafford, P. (2012, February 8). [Web log message]. Retrieved from

http://www.kotaku.com.au/2012/02/couples-who-play-together-stay-together/