Abstract:
Video games are increasingly becoming a preferred source of entertainment by Kenyan youth and this research sought to understand why this is the case. The study had four objectives. (a)To determine motivations and gratifications of and from video game use. (b) To investigate the correlation of perceived usefulness on video game uptake. (c)To examine the correlation of perceived ease of use on video game uptake. (d) To determine the moderating effect of population demographic factors such as age, gender and socio-economic background on videogame uptake. This study used a quantitative research approach. A close-ended questionnaire was distributed to n= 390 gamers. A descriptive research design was used. The Perceived Usefulness items resulted in a combined Alpha score of .828 whereas Perceived Ease of use items, .717. Findings indicated that ‘Motivations for uptake of videogames’ had the strongest correlation to ‘Uptake of Videogames’ shown by r=.967, p=.000. Thus, ‘Motivations to play video games’ were seen as the strongest factor leading to uptake of videogames. In order of prevalence, Kenyan gamer motives were as follows: diversion, fantasy, challenge, competition, arousal and lastly, social interaction. Additionally, findings from this study showed that 'Perceived Ease of Use (PEOU) correlated significantly with 'Uptake of Videogames' at r=.295. This means gamers did not struggle with the video game interface/instructions and found it easy to learn and become skillful in a game with enough practice. However, Kenyan gamers indicated that they struggled to play video games on other devices in the absence of their preferred one. Findings from this study also indicated that 'Perceived Usefulness' was significant in the uptake of video games as it attained a fairly strong correlation to the Uptake of Video games indicated by r=.257. This indicated that gamers, to an extent, applied their gaming experience to practical contextual usages like making new friends, improving problem solving skills and working with other people. Lastly, this study found that age and gender had statistical significance in predicting the ‘Uptake of Videogames,’ with younger people and males being more enticed to play video games. Level of education and employment status did not attain any significant inference to the uptake of video games. This study recommends that video game studios make games that are primarily easy to play and subconsciously help pass the time. Moreover, gender and age-specific research should also be conducted to investigate whether variables such as motivation differ per population demographic variables. This study proposes that more studies should be conducted on how video games lead to social learning. There should be a qualitative inquiry using interviews with select gamers to unearth the ‘how,’ ‘why,’ and the ‘what’ characteristics of motivations and the uptake of video games. Finally, the study recommends a separate investigation among non-gamers to reveal the attitudes/beliefs that affect the intent to play video games.