Review Article

Overviewing Gaming Motivation and Its Associated Psychological and Sociodemographic Variables: A PRISMA Systematic Review

Table 3

Main findings of each paper included with references, study limitations, and risk of biases.

Ref.Main findingsStudy limitationsRisk of biases

Beard & Wickham [58]The three factors from the OGMS (achievement, immersion, and socialization) all showed positive correlations with the three dimensions of the GCWS (competition focus, validation seeking, and reward orientation), except the detached one.
Validation seeking, reward orientation, and competition of GCWS had significant correlations with all the dimensions in the GAMS (integrated regulation, external regulation, amotivation, introjected regulation, and identified regulation).
GCSW proved to have good reliability and validity.
Only extrinsic components of the GAMS were measured; several responses were excluded based on incomplete survey completion; demographic information was collected for only a sample of the participants; however, this was validated using demographic information on the population of AMT users. The study is specifically focused on MMORPG players.Sampling bias due to higher number of males than females, recruitment sample was done online, so responses could not be representative of the actual gaming population; furthermore, only MMORPG players were analyzed, making generalization of the data more difficult. Some correlations, even though significant, are not particularly high. Reporting bias since some questionnaires were not included.

Lafrenière et al. [32].GAMS has good reliability and validity, and the six-factor structure was supported.
All GAMS motivations positively correlate with game frequency, except amotivation.
Perceived autonomy, competence, and relatedness dimensions of PENS positively correlated with identified regulation, external regulation, and intrinsic motivation GAMS dimensions.
Introjected regulation did not correlate to any of PENS’ dimensions.
Amotivation negatively correlated to autonomy and competence, and it did not correlated to relatedness.
The sample contained a larger proportion of men () than women (), so it did not permit them to investigate the issue of gender differences; the results cannot be unequivocally applied to all populations; GAMS assesses exclusively the underlying motivations of gaming and not goal contents. All data were collected using self-reports, which could lead to common method variance issues.All data were collected using self-reports, which could lead to common method variance issues; sample bias due to inequality of gender, sample may not be representative since it was recruited online; measurement bias due to the fact that authors did not report the specific Cronbach’s alpha for each dimensions.

Myrseth et al. [41].The confirmatory factor analyses showed that the proposed EGMQ (measuring enhancement, coping, social, and self-gratification motives) displayed satisfactory fit and internal consistency.
All dimensions of EGMQ positively correlated to gaming hours, specifically enhancement correlated negatively, while the social, coping, and self-gratification correlated positively.
Coping, social, self–gratification, and enhancement had strong positive correlations with gaming addiction. Coping and self-gratification positively predicted gaming problems but not enhancement and social motivation, and coping alone negatively predicted loss of control. Coping and loss of control also correlated negatively.
Enhancement and social did not correlate with loneliness. Loneliness is not a predictor of enhancement and social motives. Loneliness is positively correlated with coping and social motivation.
Boredom (lack of external stimulation) positively correlated with social, enhancement, and coping motivations. It was also a positive predictor of these three. Boredom (lack of internal stimulation) positively correlated with self-gratification and enhancement. It was a positive predictor of these two.
Authors did not include all possible motives, but motives related to addiction were added; the conscript sample was predominated by male gender and young age, both of which are identified as risk factors for gaming addiction; the sample only comes from Norway and includes only people that served in the military service between 2013 and 2015.Sampling bias: use of a nonrepresentative sample; self-report measure was used, sample has gender inequality, and sample might not be representative since it represents only one country; EGMQ has a statistical bias since it was based on another instrument built that measures gambling (GMQ-R), but they used the Bonferroni rule; the sample was recruited half through email and the other half from a military base.

Tekofsky et al. [67].The gender coefficients reveal that women show a mild preference for MMORPG and MOBA games, while male prefers FPS games.
Men prefer competition, while women prefer fantasy, story, escapism, customization, grinding/competition, and relationship.
Native English speakers show a preference for fantasy and escapism.
Age is negatively related to half of the gaming motivations (competition, fantasy, arousal, story, escapism, customization, and relationships).
The large sample is mainly composed of male players, and effects of gender in the realm of gaming might be more pronounced than found in this study; interaction effects were not explored. Due to the recruitment method of using anonymous online volunteers, the sample became biased towards male gamers, with a male-female ratio of around 5 : 1, and alphas for the scale utilized are not present; some answers were removed either to replying other to the questions regarding gender or because they showed no univariate variance in their responses.Sampling bias: used self-report measurements, reporting bias because some answers were deemed not eligible, measurements bias due to ad hoc instrument used, and Cronbach’s alphas not being reported.

Demetrovics et al. [22].MOGQ was confirmed through the exploratory and confirmatory analyses. The lowest correlation was between the factors escape and recreation, while the strongest correlations were found between escape and coping and fantasy.
Recreation had the highest mean, followed by the social dimensions and then by coping, fantasy, skill development, and escape.
Men scored higher on the competition factor than women, while women scored higher on the remaining five factors.
Younger persons had higher means scored than did older persons on all dimensions except for recreations, on which older persons scored higher.
Limited to the examination of online games; lack of female participants and lack of generability and representativity; self-reported measures, only Hungarian sites were used to gather data, and many did not completely fill in the survey.Sampling bias: snowball sampling which leads to some bias in the recruitment aspect, sampling bias related to gender inequality in terms of number, and sample was recruited only through Hungarian sites, reporting bias.

Kuss et al. [79]Weekly gaming hours significantly correlated with relationship, advancement, escapism, mechanism, and competition.
Escapism and mechanism are positive predictors of excessive gaming.
MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers.
110 questionnaires had to be discarded due to missing data, and a convenience sample was used which limits overall generalizability; the sample was mainly composed by men.Sampling bias: sample was of convenience and composed of mainly male players; response bias due to self-report measures and reporting bias due to many of them were discarded.

Hoffman & Nadelson [45].Engagement is positively correlated to need for cognition, ego scores, task scores, play with others, and hours of play and negatively correlated to gender.
The most accurate predictor of video game engagement was the number of hours played per week, followed by playing with others, with gender, and ego scores contributing the least.
Males were almost twice as likely to be engaged in gaming as females, making gender a significant indicator of video gaming engagement.
Participants wants to play for the socializing factors: (1) some to have fun with other; (2) some to compete; (3) some said that gaming is an opportunity to be isolated but still would organize social activities around gaming (scheduling gaming nights).
The research took a general view on video gaming; therefore, individuals that engage themselves in any type of video game were included; the variable nature of gender and other exogenous variables was researched in a limited perspective; the sample was self-selected with student volunteering themselves; only college education majors were included.Sampling bias due to students being from one country, just college students, and there is a lacking of male players, which leads to low representativity; response bias due to self-report measures and desirability.

Osman & Çirak [70]Pillai’s trace result showed a significant effect of gender on game motivation. The post hoc tests showed that male players had significantly higher mean scores in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and external regulation than female players
Pillai’s trace result showed a significant effect of gender on game motivation. The post hoc test showed that players who played games for four years or more had significantly higher mean scores in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and external regulation than the players who played three years or less.
The results showed that gaming platforms had a significant effect on gaming motivation. The Pillai’s trace result showed a significant effect of playing Internet games on gaming motivation. Players who played games on the Internet had significantly higher mean scores in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, external regulation, and amotivation than players who did not play games on the Internet.
MANOVA test showed a significant difference on gaming motivation among players who played console games. Console game players significantly had higher mean scores in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and external regulation over players of other platforms.
Players who played mobile games significantly had higher mean scores in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and external regulation than players who did not play mobile games.
Players who spent money for games or to buy an item in the game environment significantly had higher mean scores in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and external regulation than players who did not spend money.
Post hoc tests revealed significant differences between players who played for more than seven hours in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and external regulation. On the contrary, it was seen that players who spent at least seven hours in a gaming environment were significantly less amotivated to games compared to others
A one-way between-group MANOVA was conducted in order to examine whether or not the willingness to change gaming habits affected gaming motivation. Post hoc tests revealed significant differences between players who did not want to give up their playing habits and the others in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and external regulation. In contrast, players who wanted to give up their playing habits were significantly more amotivated towards the game compared to other players.
The study was conducted with a small sample (330), and majority of them were male, and self-report measures were used; the study was done with only Turkish people.Sampling bias due to only one nationality, mainly male subjects, small sample, and recruited through online turkish sites/forums; response bias due to self-reported measures.

Fam et al. [83].Hierarchical multiple regression revealed gaming motives (achievement, immersion, and social) as significant and positive predictors of internet gaming disorderThis study is cross-sectional, so interpretation of the direction of prediction is largely based on theoretical reasoning and past findings; the majority of the participants played both online and offline games (70.8%); e RMSEA value for the three-factor structure of the Online Gaming Motivation Scale is slightly higher than the threshold proposed by El-Den et al. [160]; sample only comes from Malaysia, and all of them were students.Sampling bias due to them being students; study was done only in one country, response bias due to self-reported measures being used that could have been affected by social desirability.

Mills et al. [85].Gaming motivations (integrated-identified regulation, introjected regulation, external regulation, and amotivation) are positively correlated with Problematic Videogaming.
Introjected regulation is associated with uncontrollable internal pressure.
Introjected regulation and amotivation predicted increased frustration of all three basic needs.
Integrated regulation, identified regulation, amotivation, and external regulation positively predicted Problematic Videogaming.
All dimensions of GAMS are positively correlated to gaming hours.
59 answers were deleted because some subjects did the survey twice; others were excluded because they were younger than 18y/o (43) or over 35 y/o (61); 251 did not complete the survey; 359 participants were excluded because they were not frequent video gamers; sample may not be representative because it was gathered online; data did not confirm the original six-factor structure of the GAMS; study with a crossectional design.Sampling bias due to scarce representativity; response bias due subjects doing the test twice, and some of them did not finish it; self-report data.

T’ng & Pau [73]Immersion and achievement motivations positively predict Internet Gaming Disorder in MOBA games, while social motivation is a negative predictor.
Immersion, social, and achievement motivations were predicted by avatar identification in MOBA games.
110 sets of answers were removed due to disqualified age; sample is mainly composed of males; study is done in just one country; study was done only with MOBA players, so it cannot be generalized; social desirability bias due to the online survey<Reporting bias due to answers removed, sampling bias due to having administered the survey online, and it was self-report.

Carlisle et al. [68].Achievement, social motivation, and immersion motivation were significant and positive predictors of Internet Gaming Disorder.
Age and student status were significant predictors of achievement motivation and had a small negative relationship with it. Gender had a moderate and negative relationship with achievement. Ethnicity was the only one to have a small positive relationship. Extraversion and neuroticism were not significant predictors of achievement motivation.
Age, gender, student status, and extraversion are significant predictors of social motivation. Ethnicity and neuroticism were not significant predictors of social motivation. Specifically, age, gender, and student status all had small negative relationships with social motivation; instead, extraversion had a small positive relationship.
Age is the only predictor of immersion motivation. It has a small negative relationship with it. Gender, ethnicity, student status, extraversion, and neuroticism were not significant predictors.
Participants must have played an MMO game within the past 12 months, so the sample is only composed of MMO players; more males than females were present; self-report measures were used; path analysis method could mitigate internal validity; some groups were not equivalent in terms of age and ethnicity; only two constructs of the BFI-10 demonstrated adequate reliability; lack of randomization, manipulation, control factors in the correlational design make it difficult to establish cause-effect relationship; therefore, these results lack generalizability.Sampling bias due to only addressing some specific players. There were more males and females. Response bias due social desirability and self-report measurements. Selection bias due to participants not being representative of the gaming population.

López-Fernández et al. [92].Weekly gaming was positively correlated to customization, fantasy, recreation, competition, cognitive development, coping, social interaction, and violent reward. The strongest relation in the path analysis was with social interaction.
Disordered gaming was positively correlated to competition, cognitive development, coping, social interaction, violent reward, customization, fantasy recreation, and competition. In path analysis, the strongest relations were social interaction and coping, low positive relations with violent reward, and cognitive development and competition, while small and negative were with fantasy, competition, and recreation.
When all motives were taken into account simultaneously, only social interaction became the main motivation for weekly gaming.
Social interaction and coping were the most important motives for disordered gaming.
Competition motivation has a positive correlation with extraversion and negative correlations with openness, agreeableness, and conscientiousness. Agreeableness and conscientiousness are negative predictors of competition.
Cognitive challenge has a positive correlation with openness and neuroticism and a negative correlation with agreeableness. Openness and neuroticism are positive predictors of cognitive challenge, while agreeableness is a negative predictor.
Coping motivation has negative correlations with extraversion, agreeableness, and conscientiousness but a positive correlation with neuroticism. Neuroticism is a positive predictor of coping, while agreeableness and conscientiousness are negative.
Social interaction has negative correlations with agreeableness and conscientiousness. Agreeableness and conscientiousness are both negative predictors of social interaction.
Violent reward has negative correlations with agreeableness and conscientiousness. Agreeableness and conscientiousness are both negative predictors of violent reward.
Customization has a positive correlation with conscientiousness. Conscientiousness is a positive predictor of customization.
Fantasy is negatively correlated with agreeableness. Agreeableness is a negative predictor of fantasy
Of 1106 students that were invited to participate, only 364 were deemed eligible. Convenient sample of teenagers; data were all self-reported measures. The study is cross sectional as such causal inferences are not possible.Sampling bias: sample was of convenience, made of only spanish students and focused on adolescents only. Desirability bias and recall bias due to self-report measures. Reporting bias because some of the participants were not eligible.

Yıldız et al. [54].Male participants’ computer gaming motivation levels in concentration, entertainment, escape, learning, and socialization are higher than those of the female participants.
Significant differences were found in favor of the groups playing games in Internet cafes in the concentration, entertainment, escape, learning, and socialization. ANOVA showed differences according to the sample’s age.
There is a negative low correlation between daily usage of ICT and concentration; but there are also positive correlations between entertainment and escape. If more time is spent with ICT, then, there is a decrease in concentration and an increase in entertainment and escape.
Age is negatively correlated to concentration, entertainment, escape, learning, and socialization.
The research only investigates Turkish gamers, and measures were self-reported, cross-sectional study.Sampling bias: convenient sample of turkish gamers; response bias. Desirability due to self-report measures;

Goldblum [69].Age positively correlated with autonomy motivation.
Gaming frequency was positively correlated with autonomy, relatedness, enjoyment, alleviation of boredom, and psychological detachment.
Gaming duration was positively correlated with autonomy, relatedness, enjoyment, alleviation of boredom, and relaxation.
Relatedness and enjoyment were significantly positively related to gaming duration
Autonomy was significantly negatively related to gaming duration
The study is limited to female mobile gamers, leaving out male gamers; cross-sectional nature of the study which leaves out possible causal inferences, this study wanted to capture typical mobile gaming, but due to the pandemic, this data could have been altered; the study was conducted only in the United States; self-report measures could lead to some biases; some questionnaires were discarded due to not meeting the eligibility criteria.Sampling bias due to participants that were recruited online and only in the United States, and sample is composed only of female gamers. Desirability bias and response bias due to self-report measures; reporting bias due to the fact that some studies were removed;

Wohn et al. [43].MMO players had higher intrinsic hedonic motivations, higher intrinsic accomplishment, higher social identified, and higher external game than casual SNG players. However, SNG players had higher external social and higher amotivation than MMO players.
SNG players had higher external social and higher amotivation than MMO players.
For identified regulation, there was a significant genre effect: MMO players had higher identified motivation than SNG players. There was no main gender effect, but there was an interaction with casual SNG players where males had higher identified motivation than females.
For external social motivation (motivated because others require you to play), there was a main effect of genre but no main gender effect. SNG players had higher external social motivation than males
For intrinsic accomplishment, there was only a main effect of genre and no main effect of gender.
For external regulation related to game mechanics, there was a significant main effect of the genre.This indicates that MMO players were far more driven by game mechanics than casual SNG players. There was also a significant main effect of gender. Female players for both SNGs and MMOs reported higher levels of external game regulation than males.
Data were gathered by administering the measures on Mturk; lack of consistency between the conceptualization and measures of motivation used in this study; this study divided social and achievement motivation in two dimensions; there might be a generalizing effect of gender; self-report measures were used; the study only used participants from one country, the United States.Sampling bias due to being recruited online and mainly from the United States; response bias due to using Mturk and self-reported measures;

Scharkow et al. [38].Gender (being female) has negative relations with role playing, competence, exploration, social capital, team play, competition, and mechanics.
Age has negative relations with role playing, exploration, social capital, team play, competition, mechanics, and narration.
Compared to beginners, experienced players are more interested in the game itself, especially in exploring the game world, its mechanics, and narration, to play another role or be part of a team.
Achievement seeking is a positive predictor of competence, exploration, mechanics, and narration.
Collective orientation is positively related to social capital, team play, and competition.
Fantasy motivation has positive relations with preference for RPG, simulation, adventure, and action. It has negative relations with strategy, puzzle, sport, platform, and music.
Competence has positive relations with puzzle and sport, but it has negative relations with role playing and action genre.
Exploration has positive relations with strategy, adventure, role playing, and platform, but it has a negative relations with sport genre.
Social capital has positive relations with strategy, puzzle, and role playing. It has negative relations with sport and music genre.
Team play has positive relations with sport, platform, and action genre.
Competition has a negative relationship with role playing, simulation, but it has positive relationship with sport and action.
Mechanics has positive relations with sport, adventure, platform, simulation, and action genre.
Narration has positive relations with strategy, puzzle, adventure, and role playing genre, but it has a negative relationship with sport and action.
The first limitation is about the preference element per se given that preferences do not necessarily correspond to actual behaviour; some genres (like action and role playing games) could be explained very well by the constructs outlined by the authors, whereas other types (like strategy games) were more weakly affected by the respective factors; the gaming field is changing rapidly; therefore, the results might not be representative anymore in the future; study included all kinds of users—also the growing group of casual gamers; self reported measures were used; the sample only came from Germany;Sampling bias due to sample being all from Germany; response bias due to self-report measure; the recruitment of the sample was done through the phone, so some desirability bias might have affected the answers; measurement bias due to the questionnaire being created ad hoc, plus one dimension exploration (Ego Centered Motives) had only item, thus resulting in a Cronbach’s alpha of one.

Ryan et al. [30].Study 1: results revealed a significant difference only for intuitive controls with women scoring lower than men.
Those who chose to continue the target game were contrasted with those who chose the alternative. The overall MANOVA was significant. Follow-up univariate results revealed that persons who continued playing had higher scores on IC, in-game autonomy, and in-game competence.
Competence is positively related to self-esteem, free choice continued play, and preference for continued play.
Mood/affect is positively related to autonomy and competence.
Study 4: autonomy, competence, and relatedness were all related to game enjoyment.
Post-play mood was positively associated with autonomy and competence, negatively associated with Yee’s achievement and immersion
Future play was positively related to autonomy, competence, and relatedness.
Hours per week was positively related to competence, relatedness, and achievement.
Study 1 used a relatively small sample and majority were females; study 1 only focused on a certain game (Nintendo Super Mario), and study 4 had only MMO players as a sample, furthermore, the majority was male, and they were selected online. In both, the sample was paid to participate in the study; self-reported measures could be an issue due to desirability, and sample was assigned to the game, and they could not choose the game they wanted like in real life; PENS was still a new instrument which needed more validation; even though the model was general, different game genres might have different effects on people.Sampling bias due to: sample was paid, recruited online, might not be representative of the the real population; response bias due to self-report measures, and the fact the sample was paid; measurement bias because PENS was still in its first stages;

Klimmt et al. [39].MANOVA results indicate that heaviest players assign more importance both to the socializing and the competition dimensions than do moderate players; the difference in the coping dimension was less pronounced; no relevant difference occurred with the cost/flexibility dimension.
Socializing (meeting and playing with others) was found to be the most important dimension.
A gender difference emerged only in the competition dimension, with males finding competition more important than female players.
Sample was mainly composed of male players and focused on only one type of game, Travian, a browser game. Furthermore, the participants were all from Germany, and self-report measures were used leading to some desirability bias.Sampling bias due to: participants all came from Germany, and majority of them were male, and the survey was done. Response bias due to self-report bias and because it was administered online leading to some desirability effect in the answers.

Fuster et al. [105].Significant negative correlations between age and socialization and dissociation; negative correlations between age and achievement; age and dissociation; hours spent playing per week are negatively correlated to exploration and positively correlated to dissociation.
Significant differences between type of occupation (student and worker) and achievement (where students scored higher than those who worked) and dissociation (where students scored higher than those who worked and those who work and study).
ANOVA analysis found significant differences between MMORPG types and dissociation; post hoc showed that World of Warcraft players scored higher on Dissociations than participants who played Aion and EVE online.
Significant differences between the different type of server used and the variables Exploration and Dissociation, Post hoc showed that RP servers scored higher on Exploration than those who played in PvP servers; however, those who played PvP serves scored higher on Dissociation than those playing on RP servers.
25 subjects were rejected due to having replied with nonproper answers; majority of the sample was male and just from one country; cross cultural study that cannot infer causality between the variables; self-report measures were used.Sampling bias due to sample being from one country (Spain) and recruited online; sample was mainly composed of male players; response bias due to random answers and self report measures that might have been affected by social desirability;

Graham & Gosling [106].Individuals motivated to play WoW for the purpose of socialization tended to be high on extraversion, agreeableness, neuroticism, and openness but low in conscientiousness; socialization was predicted positively by extraversion, agreeableness, neuroticism, and openness.
Achievement motivation was negatively related to conscientiousness, to agreeableness, and openness but positively to extraversion, neuroticism, and hours of play. Achievement motivation is positively predicted by neuroticism and extraversion; while negative predictors were agreeableness, conscientiousness, and openess.
Individuals playing WoW for immersive motives were relatively high in openness, neuroticism, and agreeableness but lower on extraversion and conscientiousness. Openness was the only positive prediction for immersion, while neuroticism, conscientiousness, and extraversion.
WoW gamers motivated to play for leadership purposes tended to be extraverted, conscientious, and open and lower in agreeableness and neuroticism. Extraversion, conscientiousness, and openness were positive predictors, while agreeableness is a negative one.
Individuals with motives of independence tended to be low in extraversion, agreeableness, conscientiousness, and neuroticism but high in openness. Openness was the only positive predictor.
Sample was recruited online, and it included exclusively World of Warcraft players; majority of the sample was male, and they were administered self-reported measures;Sampling bias due to all participants were recruited online, and they were majorly male; they were mainly WoW players; Response bias due to self-report measures.

Johnson & Gardner [23].Agreeableness was positively correlated with competence/control, and people with high levels of agreeableness were more likely to report higher levels of competence and control when recalling their experience with their current favorite game.
Emotional stability was negatively correlated with presence; people with higher levels of emotional stability were less likely to report higher levels of presence.
Openness to experience was positively correlated with autonomy respondents with higher levels of openness to experience that were more likely to report higher levels of autonomy.
There is a significant relationship between game genre and reported levels of presence. The experience of presence was lowest for sport/simulation and shooting games, moderate for action adventure games, and highest for strategy/role playing games.
There is a significant relationship between game genre and autonomy. The experience of autonomy was lowest for action adventure and shooting games, moderate for sport/simulation games, and highest for strategy/role playing games
Sample was recruited online, and it was majorly composed of males; two cases were removed because their surveys were incomplete.Sampling bias due to the sample being recruited online, and majority of it was composed by males; response bias due to self-reported measures that could have been affected by social desirability; reporting bias due to some questionnaire being removed;

Fuster et al. [74].Harmonious passion is positively correlated with exploration, socialization, and achievement. Harmonious passion is a positive predictor of exploration, socialization, and achievement.
Obsessive passion is positively correlated with dissociation, achievement and socialization. Obsessive passion is a positive predictor of dissociation, achievement, and socialization.
Sample was only composed of Spanish people, and the female numbers were all removed due to low representation in the sample. Participants were only MMORPG players; self report measures were used; data were cross-sectional; it is unknown if players with high score for Obsessive Passion were really addicted to the game;Sampling bias due to being recruited online, only male spanish MMORPG players were included; reporting bias because all the female participants were removed; response bias due to self reported measures.

Dindar [75].Immersion motivation is correlated and predicts all facets of flow (merge of actions and thoughts, control on task, loss of self-consciousness, distortion of time, and autotelic experience);
Social motivations predict daily play time.
Achievement motivation is correlated and predicts status seeking in MMORPGs and control on task.
Sample only comes from Turkey, and it is composed majorly by male and only of MMORPG players; self-reported measures were used. A bigger sample is needed; all participants were recruited online, so it is possible that they might not be representative of their population; gamer loyalty was measured as an attitudinal, rather than behavioural, construct.Sampling bias due to mainly male participants; all of them were Rurkish, recruited online and MMORPG players; Response bias due to self report measures that could be affected by social desirability; measurement bias due to the attitudinal nature of gamer loyalty construct.

Chang & Zhang [55].Materialism significantly and positively predicted the pursuit of self-confidence and achievement, escape and virtual identification, and entertainment and reward through online gaming.
Entertainment, sociability, and self confidence and achievement were positive predictors of attitude towards online gaming.
Cross-sectional study; sample was composed only of chinese players, and mean of age was not reported; self-reported measures were used; some questionnaires were deemed not valid.Sampling bias due to sample being composed only of Chinese players; response bias due to using self reported measures; reporting bias due to some questionnaires being removed.

Argento et al. [116].MANCOVA analysis suggested that male players were higher in intrinsic motivation, integrated regulation, identified regulation, and extrinsic motivation than female players.
MANCOVA analysis suggested that gamers were higher in intrinsic motivation, integrated regulation, identified regulation, introjected regulation, and extrinsic motivation than nongamers.
MANCOVA analysis suggested that there is a difference of frequency of use between gamers in intrinsic motivation and extrinsic motivation than nongamers.
Data were collected through a convenient sample and online, so it may no be representative; use of self-reported measures; many questionnaires were removed from the initial numbers of submitted ones; the number of female participants is low; violations of equal variances limit the interpretation of the corresponding effect sizes.Sampling bias due to being recruited online, mainly composed of male players; response bias due to: self-reported measures; reporting bias due to half of the original sample was cut out;

Ratan et al. [50].Game motivations altogether differed significantly by participant gender and country. Nearly all game motivations differed significantly by gender, with the exception of agency and pastime. For all significant differences, all motivations were higher for men than women.
As for country, MANCOVA showed significant differences in habit, recreativity, escapism, pastime, and social motivations; according to a post hoc comparison by country, for the pastime motivation, Germany was significantly lower than Singapore and the US. For the social motivation, Germany was significantly lower than Singapore and the US.
According to the multivariate tests, genre choices altogether differed significantly by the motivations of habit, reactivity, narrative, pastime, and social. Agency was positively and significantly associated with sports games, and pastime was positively and significantly associated with casual games and action games, while performance motivation was positively associated with action games.
Results suggest that future play intention was positively associated with habit motivations and negatively associated with social motivations.
Participants sample may not be representative of their broader populations, and only three countries participated in this research; the Singaporean sample had a very small sample of women, and gender was considered a dichotomous characteristic but, nowadays, is seen as a multicategorical variable; genre choice and future play intention were measures only through one item; self-reported measures were used; generalizability might be taken into questions due to small sample.Sampling bias due to sample only came from three countries, so it might not be representative of the real gaming population; response bias due to self report measure that could affect social desirability; measurement bias: two construct were measured only through one item, so validity could be taken into question; statistical bias: type 1 error due to ANOVA methods;

Kim [40].Competition motivation was positively correlated with openness and instability. Challenge and openness were positively correlated. Social interaction was positively correlated with instability and negatively correlated with agreeableness. Diversion was negatively correlated with extraversion, conscientiousness, and agreeableness and positively correlated with instability. Fantasy positively correlated with instability but negatively with agreeableness. Also, arousal positively correlated with instability but negatively with agreeableness.
Competition motivation had two positive predictors: openness and instability. Challenge motivation had two positive predictors: openness and extroversion. For the social interaction motivation, only one positive predictor: instability; diversion motivation had three positive predictors: conscientiousness, instability, and openness to experience. For the fantasy motivation, instability was a positive predictor, while agreeableness was a negative one. For the arousal motivation, only one positive predictor instability.
The amount of time spent playing smartphone games on a weekday was positively correlated with challenge. Additionally, the amount of time spent playing smartphone games in a weekend was positively correlated with challenge and diversion. Also, traditional game-genre preference was positively correlated with challenge and arousal. Physical game-genre preference was positively correlated with competition, challenge, fantasy, and arousal. Imagination game genre preference was positively correlated with competition, challenge, social interaction, fantasy, and arousal.
Challenge significantly predicted the amount of smartphone gaming in a typical weekday. For the amount of time spent in gaming in a typical weekend, one motivation explained the variance, making diversion a significant predictor of weekend gaming activity.
For the traditional game-genre preference, two positive predictors explained the variance. Challenge and arousal significantly positively predicted the preference for traditional games. For the physical games-genre preference, there was only one positive predictor: challenge; For the imagination game-genre preference, only one positive predictor explained the variance: fantasy.
The sample of the study was convenient and only made of American college students. The five factor model might not fully reflect every aspect of gamers’ personalities; the impact of situational context of gamers may have been excluded; the game preference reliabilities were low; self-reported measures were used; some questionnaires were removed due to not meeting eligibility criteria, and generalizability might not be applicable to other groups.Sampling bias due to mainly American college students and mainly composed of females; response bias due to self-reported measures; reporting bias due to some answers being removed; measurement bias due to game preference scale having a low alphas.

López-Fernández et al. [28].In the adolescent sample, the following results were found: gender negatively correlated with recreation, competition, cognitive development, coping, social interaction, violent reward, and fantasy;
Gaming hours positively correlated with recreation, competition, cognitive development, coping, social interaction, violent reward, customization, and fantasy. Furthermore, coping and social interaction are predictors of gaming hours.
Disorder gaming positively correlated with recreation, competition, cognitive development, coping, social interaction, violent reward, customization, and fantasy. Furthermore, coping, social interaction, and violent reward are positive predictors of disordered gaming.
Shooter games positively correlated with recreation, competition, cognitive development, coping, social interaction, violent reward, and fantasy.
MOBA games positively correlated with competition, cognitive development, and social interaction.
MMORPG positively correlated only with fantasy;
Role playing positively correlated with recreation and fantasy;
Action adventure genre positively correlated with cognitive development, coping, customization, and fantasy.
Sport genre positively correlated with violent reward and competition but negatively to customization.
Casual genre negatively correlated with competition and violent reward.
Social simulation genre negatively correlated with competition, cognitive development, coping, social interaction, and violent reward but positively with customization.
Construction positively correlated with customization and fantasy;
Platform negatively correlated with competition, coping, social interaction, and violent reward.
In the young adult sample, age was positively correlated with recreation, cognitive development, and coping.
Gender was negatively correlated with recreation, competition, cognitive development, coping, social interaction, violent reward, customization, and fantasy. Regarding gender, adolescent and young adult males presented higher scores than females in nearly all scales apart from customization, especially in competitive, violent reward, and social interaction motives.
Gaming hours are positively correlated with all motivations.
Disordered gaming is positively correlated with recreation, competition, cognitive development, coping, social interaction, violent reward, fantasy, and coping. Also, coping, social interaction, fantasy, and violent reward are positive predictors of disordered gaming, while customizing was a negative predictor.
Shooter genre is positively correlated with all motivations, except competition.
MOBA is positively correlated with recreation, competition, and social interaction.
Strategy is negatively correlated with violent reward.
MMORPG is positively correlated with recreation, competition, coping, social interaction, and fantasy.
Role playing genre is positively correlated with recreation, social interaction, violent reward, customization, and fantasy.
Action-adventure genre is positively correlated with recreation, cognitive development, coping, violent reward, and fantasy.
Sport genre is positively correlated with competition and violent reward.
Casual genre is negatively correlated with recreation, competition, social interaction, violent reward, customization, and fantasy.
Social simulation is positively correlated with customization and fantasy but negatively correlated with social interaction.
Fighting genre is positively correlated with violent reward.
The study only used a Spanish sample of adolescents and young adults; validation of VMQ is necessary in other cultures too; cross sectional study and self-reported measures were used; the adolescent sample was lacking female participants; some questionnaires were not counted for not meeting eligibility criteria.Sampling bias due to having used mainly Spanish students or young adults; the adolescent sample was lacking female participants; response bias due to self reported measures; reporting bias because some questionnaires were removed;

Billieux et al. [71].Age was negatively correlated with advancement and competition but positively correlated with discovery. Younger players are more motivated by advancement
Both male gender and young age were related to a greater proneness to look for competition in the game, whereas both female and older players showed a greater interest in discovery and exploration of WoW.
The number of hours devoted to WoW daily/weekly appeared to be strongly correlated to an advancement motive but also to mechanics, competition, relationship, customisation, and escapism.
The number of years since the participants played was related only to the mechanics’ motive.
Participants playing in cybercafés were more interested in both competition and advancement,whereas no motives were related to the tendency to play at work.
An addictive usage pattern (measured by the IAT) was primarily related to the advancement and the escapism motives, although significant relationships of smaller amplitude were found with other motivations, namely, mechanics, competition, role play, and customisation.
Participants who were highly motivated by socialising and team work, and seeking relationships with other people were more often affiliated with a guild.
The total progression score (which accumulates the various types of achievements) was primarily and positively associated with advancement and mechanics motives but also related to the relationship and discovery motives. Quests and exploration achievements were specifically and positively related to the discovery motive. PvP achievements were primarily and positively related to the competition motive, although significant associations also took place with both advancement and mechanics motives. Dungeon and raid achievements were positively associated with a variety of motives, including advancement, mechanics, relationship, and teamwork. The miscellaneous achievement score was positively related to the advancement, mechanics, and discovery motives. Finally, role play, customisation, and escapism motives were unrelated to specific ingame achievements.
Participants playing in PvP servers were motivated by competition, whereas the opposite relation was found for people playing in PvE servers. Participants who subscribed to the RP servers were indeed primarily driven by role playing-related motives
Progression in the game, at a global level, was predicted by the discovery and teamwork motivations
Progression regarding the competitive aspects of the game (PvP index) was positively predicted only by the motivation to compete and fight other players and by a younger age. Finally, progression related to cooperative achievements (PvE index) was positively predicted by the motivation of teamwork and the motivation of discovery, and it was negatively predicted by the customisation motive.
Researchers considered players to have a unique main avatar, even though it might be possible, they had multiple accounts; this study only focuses on WoW; self-reported measures were used as such generalizability that might not be applicable to other studies; the number of female participants was low; sample was recruited online; many questionnaires were removed for not meeting eligibility criteria or for not having been completed.Sampling bias due to it was recruited online; majority of them were males, and all participants were WoW gamers; response bias due to self-reported measures that can affect social desirability and generalizability; reporting bias due to some questionnaires being removed.

Yee [25]Male players scored significantly higher than female players on the achievement and manipulation factors, while female players scored significantly higher on the relationship, immersion, and escapism factors.
Age was negatively correlated with manipulation for both genders. Age of male players was negatively correlated with achievement. Age of female players was negatively correlated with immersion.
Hours of usage per week positively correlated with escapism and relationship for both male and female players.
The group of respondents is self-selected, and they are MMORPG players only, the majority of them were males; self-reported measured were used; data were cross sectional; female participants were lackingSampling bias due to sample recruited online, mainly composed of male players and composed of MMORPG players, self-selected; measurement bias due to low alphas regarding three scales: immersion, escapism, and achievement; response bias due to self-reported measures being used that could have been affected by social desirability;

Yee [26]Male players scored significantly higher on all the achievements components than female players, while female players scored significantly higher than male players on the relationship subcomponent. There is no gender difference in the socializing subcomponent: male players socialize just as much as female players.
Negative correlations were found between the age of male players and achievement, advancement, mechanics, competition, social, socializing, relationship, teamwork, and customization; regarding hours spent playing by males, positive correlations were found with achievement, advancement, mechanics, competition, relationship, immersion, and escapism.
Negative correlations were found between age of female players and achievement, advancement, mechanics, competition, immersion, discovery, customization, and escapism; regarding hours spent playing by females, positive correlations were found with achievement, advancement, mechanics, social, relationship, and escapism.
Multiple regression with the problematic usage score showed that the escapism compone was the best and positive predictor, followed by the advancement component.
It is a cross sectional study; sample was recruited online, and it was majorly composed of male MMORPG players; self-reported measures were used;Sampling bias due to being recruited online, composed of male players and only MMORPG players. Response bias due to self-reported measures that could have been affected by social desirability;

Wu et al. [121].General motivation was the largest predictor of IGD symptoms, followed by escape and a negative coefficient on skill development.
Males scored significantly higher on general motivation but lower on escape.
Age was positively related to escape, fantasy, and skill development but negatively related to general motivation. Students were found to have higher general motivation than employed participants.
Those who primarily played single-player games had a higher score on coping but a lower score on competition, social, and general motivation than those who primarily played MMO games.
Cross sectional study; the research was focused only on a chinese sample; sample of convenience thus limiting generalizability and replication; the MOGQ was adapted into a Chinese version, but further studies are needed; some questionnaires were not counted because they were not completed.Sampling bias due to sample recruited only Chinese gamers, and it was of convenience; response bias due to self-reported measures that could have been affected by social desirability; reporting bias due: some questionnaires were removed.

Bányai et al. [122].The results of the present study suggest that Esport and recreational gamers play video games in a different way in terms of gaming motivations (i.e., esport gamers scored significantly and considerably higher on certain motives such as competition, social, and skill-development).
Escapism and competition were predictors of gaming disorder for both esports gamers and recreational gamers.
For recreational gamers, coping and fantasy were negative predictors, while recreation and competition were positive predictors of gaming disorder.
Cross sectional study so it does not take into consideration causal explanation; sample was recruited online, with participants coming from Hungarian speaking regions (i.e., Hungary, Romania, and Slovakia); thus, this can affect generalizability and representativeness. Furthermore, it was mainly composed of male gamers. Self-reported measures were used thus leading to some desirability bias; the division between Esport gamers and recreational gamers was based solely on number of gaming competition engaged;Sampling bias due to recruited online only from Hungarian speaking country and mainly composed of male gamers; response bias due to self reported measure that could have been affected by social desirability;

Frederik & Jan [123].Moral outcomes were negatively associated with gender.
Frequency of playing was correlated with habit, social, performance, agency, escapism, and moral motivations. Also, frequency of play was positively associated only with habit in the model proposed.
Duration of a session was correlated with habit, social, narrative, performance, agency, escapism, and moral motivations. .
Play was positively correlated with all motivations, except pastime and narrative motivations.
Coplay was positively correlated with habit and social.
Talk was positively correlated with habit and social motivations.
The target population was limited to high school students from Belgium, and this implies that it cannot be generalized to other populations; the sample was too small, and there were more males than girls; self-reported measures were used;Sampling bias due to sample that was composed only of high school students from Belgium, and majority of it was composed of male; response bias: self-reported measures were used that could have been affected by social desirability; statistical bias due to sample being really small, and specifically, we are talking about a type II error.

Williams et al. [124].Immersion was negatively related, while sociability and achievement were both positively related to playing time.
The correlation coefficients between each of the immersion factors and time played were all negative: exploration, role-play, customization, and escapism. With role playing being the only significant one.
Sample was recruited online, and only players of EverQuest 2 were included; the sample was majorly composed of male players; self-reported measures were used; the data set obtained in this studio might not be suitable since the future is changing rapidly;Sampling bias due to sample recruited online playing only one specific MMO game and majorly composed of male gamers; response bias: self-reported measures were used which could have been affected by social desirability; measurement bias: the validity of the scale created is quite low for the immersion factor.

Chua et al. [125].There was a significant correlation between intrinsic motivation, integrated regulation, identified regulation, introjected regulation, external regulation, amotivation, and game addiction.
It was found that game engagement, integrated regulation, introjected regulation, and amotivation significantly positively predicted game addiction.
Some questionnaire were removed for not meeting eligibility criteria; self report measures were used; in cross sectional study, furthermore, the sample was composed of malaysian MOBA players, so it cannot be generalized to other countries, and the sample was majorly composed of males;Sampling bias due to being composed of MOBA Malaysian gamers where majority of them were male; response bias due to self-reported measures that could have been affected by social desirability and recall bias; reporting bias due to some questionnaire not being included.

Viswanathan [53].Results of linear regression were not statistically significant regarding social motivations and emotional intelligence.
Regarding only ranking players in LoL, the results of linear regression were not statistically significant for emotional intelligence and achievement. Also, skill development and competition were also not significant.
Regarding all the participants players of the study, the results of the linear regression were significant for achievement and skill development but not for competition.
There was a statistically significant relationship between achievement and emotionality.
There was a statistically and positive significant relationship between trait EI and coping motivation. The model indicates that ranked players with lower trait EI scores may play LoL to relieve stress.
A significant positive correlation between trait emotional intelligence and recreation motivation was found, while escape and fantasy were found not significant in association with trait emotional intelligence
The sample is relatively small, composed only of LoL players, and the majority of them were males; three questionnaires were removed due to incomplete responses; the online and small sample could limit representativity and generalizability; self-report measures were used as wellSampling bias due to sample being recruited online, and it is small, composed only by LoL players, and majority of it is male; response bias due to self-reported measures that could have been affected by social desirability; reporting bias due to some questionnaires being excluded;

Kneer et al. [76].Negative masculine attributes were positive predictors for achievement; positive feminine traits predicted social interaction; negative feminine traits predicted immersion; gender affiliation only predicted social interaction.
Escapism positively predicted gaming addiction.
The term gender attributes can be misleading, especially regarding digital game-related studies since attributions rely on socially constructed sex-role and gender-role assumptions; the study did not include any real addicts; thus, the predictors found and cannot be seen as the real cause for developing gaming addiction; self-reported measures were used; sample was recruited online; some questionnaires were not included, and two people did not report their gender but were still included in the study.Sampling bias due to being recruited online and being only related to MMORPG games which could reduce representativity; response bias: self-reported measures were used which could have been affected by social desirability; Reporting bias due to some questionnaires being left out.

Dauriat et al. [36]Achievement factor positively correlated with hours per week, playing in a group and playing PvP, and negatively correlated with age.
The socializing factor negatively correlated with age and playing solo, but it is positively correlated with hours per week and playing in a group.
The immersion factor positively correlated with playing in a group, playing solo, playing PvE, and role playing.
The relaxing factor is positively correlated with playing PvE;
The escaping factor is positively correlated with hours per week.
Men have a greater score for escaping than women do.
Singles have a greater score on the escaping factor than persons do in a relationship.
Participants who have children have a lower score on the social factor than those who do not have children.
People with professional or student activities have a greater score on the relaxing factor than do those without activities.
Those who live alone have a lower score on the achievement factor.
Positive correlations were found between gaming addiction and achivement, escaping, and socializing. The achievement factor was the best and positive predictor, followed by escaping, socializing, and gender of gaming addiction. Immersion, relaxing and age were not significant predictors.
Sample was recruited online and is based on MMORPG players, and majority of it was composed of male participants; self-reported measures were used; furthermore, authors did not put the Cronbach’s alpha for the motivation scale; questionnaires were excluded: 20 excluded because of unclear answers, and 54 were excluded because participants did not play MMORPG.Sampling bias: sample was recruited online so it might not have good representativity of the MMORPG population; it was majorly composed of males, and only players that played MMORPG were included; response bias due to self-reported measures that could have been affected by social desirability; reporting bias due to some questionnaires being excluded; measurement bias due to items that were written, but alpha’s level for each scale was not reported.

Sherry et al. [29].Males consistently ranked all gratifications higher than females did, and the rank order of gratifications between males and females was fairly consistent. Among all grade samples, the rank order was consistent except that males rated social interaction much higher on their rank order than females did. Social interaction had the largest difference between males and females as expressed as Cohen’s in all samples except eighth graders.
In the college, eleventh-grade, and fifth-grade samples, challenge was the top reason for playing video games. Least popular among all the gratifications in the eleventh-, eighth-, and fifth-grade samples was playing for the fantasy of being strong
The relationship between the use categories and amount of play showed that in each sample, the uses and gratifications variables were strong predictors of time spent playing video games. Among college students, 28% of the variance in game play was accounted for by uses and gratifications, with diversion, social interaction, and arousal as the most important predictors of time spent playing video games per hour. The pattern was the same among 11th graders, with more variance explained using the same variables diversion, social interaction, and arousal. A similar amount of variance was explained in the eighth-grade sample using only two of the other motivations (i.e., diversion and social interaction). Uses and gratifications accounted for 28% of the variance in amount of weekly game play in the fifth grade sample, with a different set of significant predictors, playing to be strong and for competition.
Sample only came from one nation, the United States; self-reported measures were used, and some surveys were not included because they were not completed; personality was not taken into consideration;Sampling bias due to being composed only of people coming from the United states; response bias: due to self-reported measures being used and that could have been affected by social desirability; reporting bias due to some questionnaires were excluded

Johnson et al. [129].With respect to the experience of play, competence, autonomy, and relatedness were associated with more play.A sample of convenience was used; the number of females was really low; only survey measures were used, so it is not possible to infer causation for any of the associations identified; self-reported measures were used; the total variance in hours of play accounted for in the current study was relatively small.Sampling bias: sample was mainly composed of males, and it was a sample of convenience; response bias: self-reported measures were used that could have been affected by social desirability;

Yee et al. [27]In the first study, there is a significant difference in gender in the achievement motivations: males score higher than females. Achievement is also positively correlated to age. Significant gender differences were also found for social and immersion motivations where females tend to score higher than males, but age only correlated negatively with the social motivation. Age was not correlated to immersion motivation.
Motivations were also associated with specific WoW behaviours such as completing quests, exploring the map, being competitive in PvP, doing raids or dungeons, having noncombat crafting skills (professions), and participating in world events. Achievement motivation was a negative predictor of quests, exploration, professions, and world events; it was a positive predictor of PvP and dungeons. Social motivation was a negative predictors of quests, exploration, and professions but a positive predictor for doing dungeons; finally, immersion motivation was a positive predictor of doing quests and exploring the map, but it was a negative predictor of doing PvP and dungeons.
Only data for World Of Warcraft players were collected, so only for an online game, the sample was mainly composed of males; self reported measures were used; the correlations between the WoW behaviours and the immersion factor were not that strong; the scale used must be validated in some other studies too; the sample for the second study only came from two regions: Hong Kong and Taiwan.Sampling bias due to all the participants that were WoW players, and both samples were majorly composed of male, and the second one only comes from Taiwan and Hong Kong; response bias due to self-reported measures being used and that could have been affected by social desirability:

McCauley et al. [52].Enjoyment is a positive predictor of autonomy, entertainment, and flow motivations.Sample was recruited online, and it is not big enough to fully represent the whole population of mobiles gamers; sample was composed mainly of people under the age of 35; self-reported measures were used; the instrument was created starting from other already existent instruments and needs further validation.Sample bias due to sample being recruited online and composed majorly by young people: response bias due to selfreported measures that could have been affected by social desirability; measurement bias due to instrument needing further validation.

Fuster et al., [33].In relation to motivations, significant correlations were found for (i) years playing WoW and exploration and achievement, (ii) for hours playing WoW per week (i.e., during the working week) and exploration, (iii) for hours playing WoW per week and achievement, and (iv) for hours playing WoW per week and dissociation. Furthermore, hours spent playing at weekends produced highly significant but low correlations with all motivations: (socialisation, exploration, achievement, and dissociation). The correlation between exploration and number of avatars was also significant.Sample was only composed of spanish male players of WoW; self-reported measures were used; questionnaire completed by females were discarded due to the low number of participants (10), and others were discarded because the participants were too young; the questionnaire was created ad hoc for this study, as such it needs further validation;Sampling bias due to only coming from Spain and only composed of young male WoW players; response bias due to self-reported measures that could have been affected by social desirability; measurement bias due to instrument being created ad hoc and further validation is therefore necessary: reporting bias due to all questionnaires completed by female or participants under the age of 16 being discarded,

Yang & Liu [48].The amount of hours played per day is positively correlated to fun, friendship maintenance, the relationship initiation, and achievement motivations.
Fun motivation is positively correlated to bonding and bridging capital, life satisfaction, and physical health.
Escapism is negatively correlated with bonding capital but positively associated with loneliness.
Nostalgia is positively correlated with loneliness.
Friendship maintenance is positively correlated with bridging capital, life satisfaction, and physical health.
Relationship initiation is positively correlated with bridging capital, loneliness, and life satisfaction.
As for multiple regression analysis, playing the game for fun was positively related to better well-being, such as higher bonding and bridging social capitals, negatively related to loneliness, and better physical health. Playing the game to maintain friendships was positively related to higher life satisfaction. Playing the game to initiate new relationships was positively related to bridging social capital and loneliness. Both using the game to escape from reality and playing with nostalgia were positively related to higher loneliness, and escapism was also negatively related to bonding social capital and life satisfaction.
Sample consisted only of Pokémon Go players coming from the United States; the correlational data cannot infer causality between gaming and well-being; self reported measures were used.Sampling bias due to being recruited only in the United States and composed of only Pokémon Go Players; thus, the results can not be generalized to other type of games; response bias due to self-reported measures being used that could have been affected by social desirability,

Hilgard et al. [34].Age was significantly and negatively correlated with catharsis, loss-aversion, social interaction, customization, and grinding, but it was positively correlated with autonomy. Age was not significantly correlated with story, violent reward, or escapism.
Higher story, violent reward, escapism, social interaction, and autonomy scores were associated with playing more frequently, spending a greater proportion of spare time on videogames and self-description as a “hardcore” player.
Higher scores on loss-aversion and customization were associated with reduced frequency of play, a smaller proportion of spare time spent on games, and self-description as a “casual” player.
A cross-sectional design was used, as such it is not possible to determine the direction of causality in any of the relationships; the survey was particularly long, and many of the questionnaires were discarded because they were not completed or did not meet the eligible criteria; the sample was recruited half from online and half from an American university, and the number of girls was low; self-reported measures were used.Sampling bias due to it being recruited online and majorly composed of males; response bias due to self-reported measures that could have been affected by social desirability, and also, some random answers were given; reporting bias because some questionnaires were discarded.

Tondello et al. [44].The philanthropist type is positively correlated with extraversion, agreeableness, conscientiousness, and openness; The socialiser type is positively correlated with extraversion and with agreeableness. The free spirit type is positively correlated with openness and also positively correlated with extraversion and negatively with neuroticism; the achiever type is positively correlated with conscientiousness; however, it was not found to be correlated with agreeableness; The disruptor type is negatively correlated with neuroticism. The player type is only positively correlated with conscientiousness.A limited sample was used, and it was limited only to students coming from one university, which limits generalization to a general population; self-reported measures were used; the reliability of the scale needs to be improved; personality was assessed with the short 10 item version;Sampling bias due to coming from one nation and being quite small; response bias due to self-reported measures being used that could have been affected by social desirability; measurement bias due to scale needing more studies to be validated and the fact that a short version of a scale was used, so it could have problems with acquiescence, and the player dimension’s alpha was quite low.

Azadvar & Canossa [46]Autonomy, competence, and relatedness are positive significant correlates of physical presence, in-game measures such as number of days that the player has played the game and group playtime percent.
Regression analysis showed positive significant betas between day played and autonomy, competence, and relatedness; group playtime and autonomy and relatedness; physical presence and autonomy, competence, and relatedness.
Sample is composed of volunteer online respondents that only plays Ubisoft Games and majorly composed of males; the study was measured in game behaviour which has the risk of showing a shared platform among multiple players who may be different from the survey respondent; self-reported measures were usedSampling bias due to sample being recruited online, majorly composed of males and Ubisoft game players; response bias: self-reported measures were used that could have been affected by social desirability; measurement bias due to in game behaviour measures that could have been affected by external variables such as shared accounts.

Greenberg et al. [47].On all nine gratifications, the average score for males exceeds that of the females. First, the two primary gratifications for both sexes are competition and challenge. Second, the largest sex differences are playing video games for arousal and for social interaction.
Challenge is a stronger motivation for the 5th graders and college students than for the other age groups. In its place, competition is key for 8th and 11th graders, in contrast with the others, although competition remains a strong motivator for the college students.
Fantasy is a key motivation only for the 5th graders, whereas diversion is found least in that youngest group. Although they are weaker gratifications on an absolute basis, the youngest respondents also profess stronger realism and ego gratification motives than the older participants. The need for social interaction is strongest among the college students.
Diversion is the most common motivator contributing to playing time, identified among 8th- and 11th-grade boys and girls and college males. Social interaction also is important among 8th, 11th, and college females. Noteworthy is the absence of any significant motives for 5th grade boys, while females disliked the challenge but liked competition.
The research is time bound to the period where the data were collected; sample only comes from one area: United States of America; self-reported measures were used;Sampling bias due to being recruited only from one area, response bias due to self-reported measures being used that could have been affected by social desirability

Bong et al. [133].Multiple linear regression analysis found that socialization motivation is a negative predictor, and immersion motivation is a positive predictor of IGD’s symptoms but not achievement motivation.Sampling is majorly composed of male participants coming only from Malaysia; disproportionate races ratio due to Malaysia being composed by many ethnic groups; self report questionnaires were used; the number of predictors in the study for IGD was only four (immersion, achievement, socialization, and identification with avatar); therefore, the number is quite low; this study is a cross-sectional study, so data are connected to a certain time frame; adolescents were not included in the sample even though it is known that adolescents are those more exposed to develop IGD symptoms.Sampling bias due to sample coming from just one country (Malaysia), being majorly composed of male and lacking adolescents; response bias due to self-reported measures being used that could have been affected by social desirability;

Lowe [51].Self expansion is strongly positively correlated to immersion and achievement motivations. It also has moderate positive correlations with social.
Need for cognition is positively correlated with immersion, social, and achievement.
Immersion motivation is positively correlated with bodily engulfment.
Achievement motivation is positively correlated with bodily engulfment and spatial engulfment, and it is strongly positively correlated with social engulfment.
Sample is small and majorly composed of males; furthermore, only FPS and MMORPG players were taken into consideration; many questionnaires were discarded due dropping out; the online nature of the sample may not be representative of the general population, and some ethnicities were missing from the sample; self-reported measures were used; the survey data cannot be used to infer causality between the variables;Sampling bias: sample is small and composed of MMORPG players and mainly by male players, recruited online; response bias due to self-reported measures being used that could have been affected by social desirability; reporting bias due to some questionnaires being removed for being incomplete.

Ramos-Diaz et al. [136]Social motivation has a small negative effect on Internet gaming disorder symptoms. Instead, escapism and fantasy have a strong positive effect on internet gaming disorder.The sample is mainly composed of male players, and it only comes from one area (Perù); self-reported measures were used; cross sectional study.Sampling bias due to sample being mainly composed of Peruvian males; response bias due to self-reported measures being used that could have been affected by social desirability.