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. 2020 Jul 22;22(7):e14865. doi: 10.2196/14865

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.