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An Examination of Personality Factors, Motivations, and Outcomes Associated with Smartphone Gaming

The goal of the current research was to understand smartphone game consumption through examining gamer's characteristics and motivations. Drawing from the uses and gratifications perspective, this study investigated how motivations for playing smartphone games related to psychological antecedents (gamers' personality traits) and outcomes of smartphone gaming (the amount time spent playing smartphone games and game genre preference). First, findings suggested that each motivation for playing smartphone games was predicted by a different subset of personality traits. Competition motivation for playing smartphone games was predicted by openness and instability. Challenge motivation was predicted by openness and extroversion. Social interaction was predicted by instability. Diversion motivation was predicted by conscientiousness, instability, openness. Fantasy motivation was predicted by instability and agreeableness. Arousal was predicted by instability. Second, the amount of time spent playing smartphone games related to such motivations as challenge and diversion. And smartphone game genre (i.e., traditional, physical, and imagination games) preference was predicted by challenge, arousal, and fantasy motivations. Finally, the amount of time spent playing smartphone games and genre preference for imagination games (movies/TV, and simulation/strategy games) were predicted by instability traits. These findings demonstrated that 1) individual personalities are associated with motivations for playing smartphone games, 2) motivations for smartphone gaming are related to genre preference for smartphone games and game playing time, and 3) personality traits are associated with genre preference and game playing time. This research contributes to recent game studies by supporting the notion that personality traits influence gamers' motivations and specific game consumption, and could provide further research directions. / A Thesis submitted to the School of Communication in partial fulfillment of the requirements for the degree of Master of Science. / Fall Semester, 2012. / July 18, 2012. / Five Factor Model, Genre Preference, Motivation, Personality, Smartphone Games, Uses & Gratifications / Includes bibliographical references. / Juliann Cortese, Professor Directing Thesis; Arthur A. Raney, Committee Member; Jay Rayburn, Committee Member.

Identiferoai:union.ndltd.org:fsu.edu/oai:fsu.digital.flvc.org:fsu_183268
ContributorsKim, Hark Shin (authoraut), Cortese, Juliann (professor directing thesis), Raney, Arthur A. (committee member), Rayburn, Jay (committee member), School of Communication (degree granting department), Florida State University (degree granting institution)
PublisherFlorida State University, Florida State University
Source SetsFlorida State University
LanguageEnglish, English
Detected LanguageEnglish
TypeText, text
Format1 online resource, computer, application/pdf
RightsThis Item is protected by copyright and/or related rights. You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s). The copyright in theses and dissertations completed at Florida State University is held by the students who author them.

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