Table 1.
GAMESa categories, score range, and their definitions.
| Category | Score range | Definition |
| Story | 12-60 | Game stories are important, engaging, and emotionally compelling. |
| Violent catharsis | 7-35 | Game violence is perceived to harmlessly help release negative moods or aggression. |
| Violent reward | 6-30 | Game violence provides positive or thrilling emotions such as satisfaction or power. |
| Social interaction | 6-30 | Playing games with a group; developing personal relationships with other players. |
| Escapism | 6-30 | Using games to regulate dysphoric moods or to escape the frustrations of daily life. |
| Loss aversion | 7-35 | Tendency of a loss to frustrate or to “spoil the fun.” Likely subsumes a search for a challenge. |
| Customization | 4-20 | Interest in in-game creative pursuits such as personalizing an in-game avatar or building a house. |
| Grinding | 6-30 | Attitudes toward performing repetitive actions or paying real-life money to earn in-game rewards; interest in performing every possible action in a game or collecting every in-game item. |
| Autonomy | 5-25 | Enthusiasm for games with many choices, options, multiple solutions to puzzles, and open areas to explore. |
aGAMES: Gaming Attitudes, Motivations, and Experiences Scales.