Immersion in video games, creative self-efficacy, and political participation

Abstract

Data from a cross-national survey (N = 801) of young adults in Australia, the Philippines, South Korea, and the U.S. (Guam, Hawaii, Continental U.S.) were analyzed to explore the relationships between the three subcomponents of the immersion motivation of video game play—discovery, role-play, and customization (Yee, 2006)—creative self-efficacy, and political participation. Findings reveal role-play and creative self-efficacy are positively associated with political participation; discovery and role-play are positively associated with creative self-efficacy. Furthermore, discovery, role-play, and customization had small indirect effects on political participation via creative self-efficacy

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