Motivations of playing digital games: A review and research agenda
dc.contributor.author | Cheah, Isaac | |
dc.contributor.author | Shimul, Anwar Sadat | |
dc.contributor.author | Phau, Ian | |
dc.date.accessioned | 2022-07-21T01:32:22Z | |
dc.date.available | 2022-07-21T01:32:22Z | |
dc.date.issued | 2022 | |
dc.identifier.citation | Cheah, I. and Shimul, A.S. and Phau, I. 2022. Motivations of playing digital games: A review and research agenda. Psychology and Marketing. 29 (5): pp. 937-950. | |
dc.identifier.uri | http://hdl.handle.net/20.500.11937/88983 | |
dc.identifier.doi | 10.1002/mar.21631 | |
dc.description.abstract |
The global digital gaming industry has grown rapidly in recent years. Rapid technological advancements are changing the ways in which players can interact with video games as individuals and collectives. In addition to the increased penetration of games, the reasons for which people play and employ games need careful attention. In this paper, we have systematically reviewed the peer-reviewed journal articles (n = 91) relevant to the gamers’ motivations of playing digital games. In addition to analysing the publication trends, we have identified and discussed a set of six key motivational themes (immersion and flow, gratification and affect, escapism, social interaction, identification, and goal orientation). Subsequently, we call for further research on theoretical and methodological advancement as well as individual/social wellbeing and dark sides of digital gaming in relation to players’ motivation. | |
dc.language | English | |
dc.publisher | WILEY | |
dc.subject | Social Sciences | |
dc.subject | Business | |
dc.subject | Psychology, Applied | |
dc.subject | Business & Economics | |
dc.subject | Psychology | |
dc.subject | digital game | |
dc.subject | flow | |
dc.subject | gameplay | |
dc.subject | gaming motivation | |
dc.subject | immersion | |
dc.subject | systematic literature review | |
dc.subject | AUGMENTED REALITY GAMES | |
dc.subject | MULTIPLAYER ONLINE GAME | |
dc.subject | SOCIAL INTERACTIONS | |
dc.subject | PLAYERS | |
dc.subject | PERSONALITY | |
dc.subject | ADDICTION | |
dc.subject | GRATIFICATIONS | |
dc.subject | ENJOYMENT | |
dc.subject | BEHAVIOR | |
dc.subject | SELF | |
dc.title | Motivations of playing digital games: A review and research agenda | |
dc.type | Journal Article | |
dcterms.source.volume | 29 | |
dcterms.source.number | 5 | |
dcterms.source.startPage | 937 | |
dcterms.source.endPage | 950 | |
dcterms.source.issn | 0742-6046 | |
dcterms.source.title | Psychology and Marketing | |
dc.date.updated | 2022-07-21T01:32:21Z | |
curtin.note |
This is the peer reviewed version of the following article: Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39, 937– 950, which has been published in final form at https://doi.org/10.1002/mar.21631. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. | |
curtin.department | School of Management and Marketing | |
curtin.accessStatus | Open access | |
curtin.faculty | Faculty of Business and Law | |
curtin.contributor.orcid | Shimul, Anwar Sadat [0000-0002-3491-1772] | |
curtin.contributor.orcid | Cheah, Isaac [0000-0001-5064-7812] | |
curtin.contributor.orcid | Phau, Ian [0000-0002-0759-6092] | |
dcterms.source.eissn | 1520-6793 | |
curtin.contributor.scopusauthorid | Shimul, Anwar Sadat [56835803700] | |
curtin.contributor.scopusauthorid | Cheah, Isaac [45861046800] | |
curtin.contributor.scopusauthorid | Phau, Ian [8508239600] |