Colwell, John (2007) Needs met through computer game play among adolescents. Personality and Individual Differences, 43 (8). pp. 2072-2082. ISSN 0191-8869
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Official URL: http://dx.doi.org/10.1016/j.paid.2007.06.021
Despite much research on video/computer game play, especially the relationship between such play and aggression, little attention has been directed at needs met through play. The aim of the present study was to extend Selnow's (1984) needs' scale, and to identify individual differences in needs among adolescents. Focus groups were conducted, followed by a content analysis, and items corresponding to emerging themes were added to reasons identified in previous research for use in a quantitative survey. Four factors emerged from a factor analysis of the results; 'companionship', 'prefer to friends', 'fun challenge', and 'stress relief', and these, with the exception of 'companionship', were found to be significant predictors of play.
|Research Community:||University of Westminster > Social Sciences, Humanities and Languages, School of|
|Deposited On:||16 Jan 2008|
|Last Modified:||04 Nov 2009 16:08|
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