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) · qualitativer2·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¶
Related Claims¶
- Expert role-players expressed more frustration with insufficient in-game social context in computer RPGs than with any other aspect, even when discussing their favorite games — related
- Video game engagement is predicted by hours of play, playing with others, gender, and task orientation, with hours of play the strongest predictor
- The authors concluded transfer of motivational engagement from entertainment gaming to educational contexts was unlikely
- In gamers' interview reports, sustained gaming engagement appeared closely related to controlling an optimal level of challenge: games too hard were often abandoned and games too easy lost their interest
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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