Gaming Motivation Scale (GAMS) Test

Understand what truly drives someone to play in about 4 minutes. Get a clear motivation profile to inform design choices, coaching, or research with 18 focused items.
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Questions184 minutes
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08:30
October 2, 2025
October 2, 2025
Material has been updated
27,153 views
1,726 completions
1,474 likes
Verified by Daniel Hall
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How the Scales are Structured

example score
4/5
Intrinsic Motivation (IM)
Measures the extent to which a person plays games for inherent enjoyment, exploration, learning, skill growth, and excitement.
Low
Moderate
High
12.8Low2.94.4Moderate4.55High
A score of 4 falls in the Moderate range, suggesting the player is often driven by enjoyment and personal growth, though not consistently at the strongest level.
example score
3/5
Amotivation (A)
Assesses the extent to which a person lacks a clear motivation to play and engages in gaming mainly by inertia or without purpose.
Low amotivation
Moderate amotivation
High amotivation
11.6Low amotivation1.73.6Moderate amotivation3.75High amotivation
A score of 3 indicates a moderate level of amotivation, suggesting gaming is sometimes done without a clear goal or strong engagement.
example score
3/5
Introjected Regulation (IR)
Measures the extent to which gaming is driven by internal pressure such as guilt, obligation, or anxiety rather than genuine enjoyment.
Low
Moderate
High
12.7Low2.83.6Moderate3.75High
A score of 3 indicates a moderate level of introjected regulation, suggesting you sometimes play to relieve guilt or meet an internalized “should,” alongside other motives.
example score
3/5
Integrated Regulation (IR)
Measures how much gaming is integrated into a person’s identity and longer-term goals as a personally endorsed form of external motivation.
Low integration
Moderate integration
High integration
11.3Low integration1.43.4Moderate integration3.55High integration
A score of 3 indicates moderate integrative regulation, suggesting gaming is somewhat aligned with personal goals or lifestyle but not a strongly defining part of them.
example score
3/5
Identified Regulation (IR)
Measures how much gaming is driven by personally valued goals and perceived meaning rather than pure enjoyment or external pressure.
Low
Moderate
High
11.5Low1.63.5Moderate3.65High
A score of 3 indicates a moderate level of identified regulation, suggesting gaming is sometimes aligned with personal goals and values but not consistently the main driver.
example score
3/5
External Regulation (ER)
Measures the extent to which a person is motivated to play games by external rewards, prizes, or recognition.
Low external regulation
Moderate external regulation
High external regulation
11.7Low external regulation1.73.8Moderate external regulation3.85High external regulation
A score of 3 indicates a moderate influence of external rewards or recognition on the person’s gaming motivation.
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DATA-BASED USER COHORTS

Who Usually Takes This Test?

Game designers and producers
41%OF USERS
They use it to understand what drives different player types and how game features shift motivation over time.
Psychologists and counselors
33%OF USERS
They assess whether gaming is fueled by enjoyment, achievement, or pressure and how it relates to well-being and coping.
Curious gamers and teams
26%OF USERS
They take it to get a clear snapshot of their own motives for playing and compare patterns within a group.
BASED ON AGGREGATED, ANONYMIZED DATA FROM TENS OF THOUSANDS OF FREUDLY USERS.
RESULTS YOU CAN ACTUALLY USE

What You’ll See After You Finish the Test

Scale Results
— Explained Clearly
Your scores across each test scale, translated into plain, usable insights. Not just numbers, but what they actually mean for your daily life, emotional state, and overall well-being.
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Interpretation
A structured, clinically grounded explanation. Our AI analyzes patterns and relationships between scales to provide a coherent interpretation — without alarmist language.
Statistical
Comparison
See how you compare to others. Your scores are placed in a statistical context, showing percentiles and trends based on anonymized platform data to help you understand what`s typical.
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Recommendations
Actionable guidance tailored to your profile. Receive clear, realistic suggestions you can apply immediately — focused on coping, self-regulation, and realistic next steps.
AI-Detected
Insights
Key patterns you might not notice on your own. Surfacing subtle connections in your responses that help you better understand what may be driving your current results.
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Clarify, reflect, and explore right away. Talk through your outcomes, ask questions, and explore meanings in a calm, non-diagnostic dialogue environment.
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Used in 52+ countries
Benchmarking

See How You Compare

Once you finish the test, your results will be compared with real-world data from people in your country.
Below is a preview of the benchmarks we use to place your score in context.
Intrinsic motivation (Im)
Average
3.2
Normal range
2.54
min.
1
max.
5
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Amotivation (A)
Average
2.1
Normal range
1.62.6
min.
1
max.
5
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Introjected Regulation (IR)
Average
2.5
Normal range
1.93
min.
1
max.
5
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Integrative Regulation (IR)
Average
3.4
Normal range
2.93.9
min.
1
max.
5
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Identified Regulation (IR)
Average
2.1
Normal range
1.52.6
min.
1
max.
5
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
External Regulation (ER)
Average
3.2
Normal range
2.63.9
min.
1
max.
5
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
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CLEAR ANSWERS TO COMMON QUESTIONS

Frequently Asked Questions

What does this questionnaire measure?
It assesses different reasons for playing video games, including intrinsic enjoyment, goal-oriented motives, and externally driven motives. Results describe the relative strength of each motive.
How long does it take and how many items are included?
Typical completion time is about 4 minutes. The questionnaire includes 18 statements.
How should responses be selected?
Rate each statement based on how well it matches typical gaming reasons or behavior. Use the same reference period for all items and avoid overthinking single questions.
Is there a right or wrong pattern of answers?
No; the measure is descriptive and does not evaluate performance or skill. Accurate results depend on consistent, honest ratings.
How are the results used?
Scores support profiling of gaming motives in research, clinical screening contexts, or game design evaluation. They can be compared across time points or groups to examine changes in motivation.
WHAT THE TEST MEASURES
About This Assessment
Gaming Motivation Scale, GAMS Test

Gaming Motivation Scale (GAMS) Test - Symptoms and Signs

This self-report measure is designed to assess motivational reasons for engaging in digital gaming. The Gaming Motivation Scale (GAMS) focuses on patterns of intrinsic and extrinsic motivation as they relate to gaming behavior. Respondents rate 18 items in about 4 minutes.

Scores are typically interpreted as indicators of the relative strength of different motivational orientations (e.g., enjoyment and interest in the activity versus externally driven or pressure-based reasons for play). The Gaming Motivation Scale (GAMS) may be used in clinical, counseling, or research contexts to support case formulation and to examine associations between gaming motives and functional outcomes, with results considered alongside other assessment data.

Author: edward-l-deci, richard-m-ryan
Literature: Ryan, R. M., Rigby, C. S., & Przybylski, A. K. The motivational pull of video games: A self-determination theory approach. Motivation and Emotion. 2006.; Lafrenière, M.-A. K., Verner-Filion, J., & Vallerand, R. J. Development and validation of the Gaming Motivation Scale (GAMS). Personality and Individual Differences. 2012.
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