From thrill seekers to social creatures: dimensions of curiosity differentially predict video game preferences and behaviours
Yong Jie Yow,
Jonathan E. Ramsay,
Patrick K. F. Lin and
Nigel V. Marsh
Behaviour and Information Technology, 2025, vol. 44, issue 9, 1815-1827
Abstract:
Research has shown that curiosity leads to improved performance in formal activities (e.g. school and work). However, there is an underappreciation of the motivating role that curiosity plays in more recreational activities, such as video gaming. Moreover, curiosity has historically been conceptualised in various ways, presenting a challenge when choosing a measure of curiosity. Using an updated curiosity framework (Five-Dimensional Curiosity Scale Revised), this study investigated how six dimensions of curiosity predicted video gaming behaviours, including play time and structural characteristics of video games (i.e. features of games that players enjoy, such as good graphics). The sample comprised 398 self-identified video gamers (50.30% males) from Malaysia and the Philippines, with a mean age of 37.30 (SD = 12.05). Confirmatory multiple regression analyses revealed that, of the six dimensions of curiosity, thrill-seeking predicted overall time spent playing video games, while joyous exploration predicted enjoyment of rewarding and punishing features. Overt social curiosity predicted enjoyment of social features in video games, but covert social curiosity did not. Other associations between dimensions of curiosity and structural characteristics of games were observed in exploratory analyses. Our findings offer insights into aspects of games that individuals enjoy based on the dimensions of curiosity.
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:taf:tbitxx:v:44:y:2025:i:9:p:1815-1827
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DOI: 10.1080/0144929X.2024.2376869
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