Motivations and gratification in an online game: Relationships among players' self-esteem, self-concept, and interpersonal relationships

Keywords:
Happy Farm, online game, adolescent, self-esteem, self-concept, interpersonal relationship, motivation, gratification, social networking sites
Abstract

We applied uses and gratifications (U & G) theory to investigate how and why people satisfy their needs through playing games online. In this study, conducted with a group of young people aged from 11 to 18 years, we examined the relationships among the psychological traits of self-esteem and self-concept, their interpersonal relationships, and playing a Facebook game called Happy Farm. The results support the assumption in U & G theory that if a specific medium fulfills the expected gratifications initially sought, then individuals will have greater motivation to continue to use the medium. Male players had a significantly greater need for friendship than did females. We also found a positive association among use intensity, self-esteem, self-concept, and interpersonal relationships. Finally, the results showed that recreational motivation, recreational gratification, peer relationships, and caring are all strong predictors of adolescents’ usage intensity.

Author Biographies
  1. Chiao-Ling Huang, National Sun Yat-sen University
    Graduate Institute of Education
  2. Shu Ching Yang, National Sun Yat-sen University
    Graduate Institute of Education
  3. An-Sing Chen, National Chung Cheng University
    Department of Finance

     

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Published
2014-11-16
Section
Articles
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