Gaming Motivation Scale (GAMS) Test

How the Scales are Structured
Who Usually Takes This Test?
See How You Compare
Below is a preview of how scores are typically distributed across each scale.
Example Questions From the Test
- Disagree
- Somewhat disagree
- Neither agree nor disagree
- Somewhat agree
- Agree
- Disagree
- Disagree somewhat
- Neither agree nor disagree
- Agree somewhat
- Agree
- Disagree
- Somewhat disagree
- Neither agree nor disagree
- Somewhat agree
- Agree
Gaming Motivation Scale (GAMS) Test - Description and methodology of the test
People who want to understand what keeps them playing can use the Gaming Motivation Scale (GAMS) Test to examine the reasons behind their gaming. As a gaming motivation test, it is suited to players seeking a clearer view of enjoyment, growth, rewards, pressure, identity, and uncertainty. The result presents a profile of endorsed motives, helping readers compare patterns rather than reduce gaming to a single explanation.
What This Assessment Explores
This video game motivation scale measures:
- Intrinsic Motivation (1-5) measures exploration, learning, skill, excitement; Low 1-2.8, Moderate 2.9-4.4, High 4.5-5.
- Amotivation (1-5) measures aimless play; Low amotivation 1-1.6, Moderate amotivation 1.7-3.6, High amotivation 3.7-5.
- Introjected Regulation (1-5) measures guilt/anxiety pressure; Low 1-2.7, Moderate 2.8-3.6, High 3.7-5.
- Integrated Regulation (1-5) measures gaming integrated with life/work/goals; Low integration 1-1.3, Moderate integration 1.4-3.4, High integration 3.5-5.
- Identified Regulation (1-5) measures meaningful goals; Low 1-1.5, Moderate 1.6-3.5, High 3.6-5.
- External Regulation (1-5) measures reward-driven play; Low external regulation 1-1.7, Moderate external regulation 1.7-3.8, High external regulation 3.8-5.
Methodology and Scientific Basis
Each statement uses five ordered choices from Disagree to Agree, with intermediate options for partial agreement or disagreement and a neutral midpoint. The result reports separate 1-5 scores for each dimension rather than one overall total, so interpretation compares the pattern of motives.
The evidence base is the published Gaming Motivation Scale (GAMS), described by Lafrenière, Verner-Filion, and Vallerand in 2012. This questionnaire is conceptually consistent with that instrument, not presented as its direct reproduction or validated adaptation. Self-Determination Theory, articulated by Deci and Ryan, distinguishes autonomous motivation, controlled regulation, and amotivation; Ryan, Rigby, and Przybylski connect the framework with game engagement. As a gaming motivation questionnaire, it organizes these motives without assuming that one explains every session.
Higher displayed scores indicate stronger endorsement of the relevant motive, while lower scores indicate weaker endorsement. The online profile is not presented as a newly standardized or diagnostic instrument; mood, memory, current games, self-awareness, and social context may shift responses, so the result is best read as a time-bound reflection rather than a fixed description of the player.
- Marc-André K. Lafrenière, Jérémie Verner-Filion, and Robert J. Vallerand. “Development and validation of the Gaming Motivation Scale (GAMS).” Personality and Individual Differences 53, no. 7 (2012): 827-831. 10.1016/j.paid.2012.06.013
- Edward L. Deci and Richard M. Ryan. “The ‘What’ and ‘Why’ of Goal Pursuits: Human Needs and the Self-Determination of Behavior.” Psychological Inquiry 11, no. 4 (2000): 227-268. 10.1207/S15327965PLI1104_01
- Richard M. Ryan, C. Scott Rigby, and Andrew Przybylski. “The Motivational Pull of Video Games: A Self-Determination Theory Approach.” Motivation and Emotion 30, no. 4 (2006): 347-363. 10.1007/s11031-006-9051-8
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