An exploration of motives in sport video gaming
By Yongjae Kim, S. Ross. 2006
120 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/44ed2ebbe54c2ec39cd918907fe7324ac7fc5b8f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- James M. Boyle
- Azita Iliya Abdul Jabbar
- Patrick Felicia
In Sociology and Political Science
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- James M. Boyle
- Azita Iliya Abdul Jabbar
- Patrick Felicia
Citations in the corpus
- Engagement in digital entertainment games: A systematic review (2012, background): “Kim and Ross (2006) extended U&G theory to study the gratifications of playing sports games and found sports knowledge and application and identification with sport as unique motives for playing sports games.”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “Males rated social intera games; females rated it least imp physical enactment & imaginatio imagination games higher than t Kim and Ross (2006) To develop and validate an instrument for measuring motives for playing sports video games (svgs) developed using the uses and gratifications perspectives.”
- Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport” (2017, background): “SSVGs are video games that emulate real-life sport but do not involve PA (Kim & Ross, 2006).”