Claims

Players decided to engage in gaming primarily for escapism and fun, social connectivity, and achievement of task-related goals through control

Claim · All claims
Evidence · 1 study (2 entries) · qualitative r2 · q2
Currency · newest study 2010 · not yet checked against its sources · not reviewed by a person · overdue for a recheck since 2015: baselines and conditions change

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Interview analysis revealed three main reasons for deciding to engage in gaming: escapism and fun, social connectivity, and achievement of task-related goals through control. → Bobby Hoffman 2010 q2 i? 84% of participants reported an a priori objective of playing with the intent and expectation of having fun or relaxing. → Bobby Hoffman 2010 (2)

Evidence

Bobby Hoffman 2010

Bobby Hoffman, Louis Nadelson. (2010). Motivational engagement and video gaming: a mixed methods study. Education Tech Research Dev 58:245-270. https://doi.org/10.1007/s11423-009-9134-9

q2 · i? · qualitative · r2

Qualitative content analysis of interviews with 25 highly engaged players (five or more hours per week), coded via a three-phase comparative analysis. The analysis "revealed three main reasons; escapism and fun, social connectivity, and the achievement of task-related goals through control".

"Analysis revealed three main reasons; escapism and fun, social connectivity, and the achievement of task-related goals through control."

Bobby Hoffman 2010 (2)

Bobby Hoffman, Louis Nadelson. (2010). Motivational engagement and video gaming: a mixed methods study. Education Tech Research Dev 58:245-270. https://doi.org/10.1007/s11423-009-9134-9

q2 · i? · qualitative · r2

From the same interview subset: "Almost universally (84%), participants reported an a priori objective of playing video games with the intent and expectation of having fun or relaxing"; the most frequent cited reason was escaping daily routines such as school or work.

"Almost universally (84%), participants reported an a priori objective of playing video games with the intent and expectation of having fun or relaxing."

Discussion

Page metadata
Field Value
type claim
id gaming-engagement-decision-factors
title Players decided to engage in gaming primarily for escapism and fun, social connectivity, and achievement of task-related goals through control
description Players decided to engage in gaming primarily for escapism and fun, social connectivity, and achievement of task-related goals through control
status review
evidence_strength moderate
newest_evidence 2010
recheck_by 2015
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 2 — bobby-hoffman-2010, bobby-hoffman-2010-2

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