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cyberpsychology

Gaming Motivation Scale (GAMS) Test

Take the online Gaming Motivation Scale (GAMS) Test - AI psychologist FreudlyYou can take Gaming Motivation Scale (GAMS) Test here. Online version of a simple and accurate psychological test with interpretation.en
With 18 questions taking about 4 minutes, the Gaming Motivation Scale (GAMS) Test explores why you play video games, from enjoyment and personal growth to rewards, pressure, or uncertainty. Your result outlines the motivational patterns shaping your gaming, offering a focused basis for self-reflection and understanding your profile.
Questions: 184 minutes
Gaming Motivation Scale (GAMS) Test: agreement scale card
October 2, 2025October 2, 2025Material has been updatedOctober 2, 2025Material has been published
34,155 views
2,322 completions
1,958 likes
Daniel HallPsychologist · Test reviewer
1,958 likes
Scale Explorer

How the Scales are Structured

AmotivationA
Assesses the extent to which a person lacks a clear motivation to play and engages in gaming mainly by inertia or without purpose.
example score3/5
3/5Moderate amotivationexample score
1 – 1.6Low amotivation
1.7 – 3.6Moderate amotivation
3.7 – 5High amotivation
A score of 3 indicates a moderate level of amotivation, suggesting gaming is sometimes done without a clear goal or strong engagement.
Introjected RegulationIR
Measures the extent to which gaming is driven by internal pressure such as guilt, obligation, or anxiety rather than genuine enjoyment.
example score3/5
3/5Moderateexample score
1 – 2.7Low
2.8 – 3.6Moderate
3.7 – 5High
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.
Integrated RegulationIR
Measures how much gaming is integrated into a person’s identity and longer-term goals as a personally endorsed form of external motivation.
example score3/5
3/5Moderate integrationexample score
1 – 1.3Low integration
1.4 – 3.4Moderate integration
3.5 – 5High 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.
Identified RegulationIR
Measures how much gaming is driven by personally valued goals and perceived meaning rather than pure enjoyment or external pressure.
example score3/5
3/5Moderateexample score
1 – 1.5Low
1.6 – 3.5Moderate
3.6 – 5High
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.
External RegulationER
Measures the extent to which a person is motivated to play games by external rewards, prizes, or recognition.
example score3/5
3/5Moderate external regulationexample score
1 – 1.7Low external regulation
1.7 – 3.8Moderate external regulation
3.8 – 5High external regulation
A score of 3 indicates a moderate influence of external rewards or recognition on the person’s gaming motivation.
Intrinsic MotivationIM
Measures the extent to which a person plays games for inherent enjoyment, exploration, learning, skill growth, and excitement.
example score4/5
4/5Moderateexample score
1 – 2.8Low
2.9 – 4.4Moderate
4.5 – 5High
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.
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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.
Benchmarking

See How You Compare

Once you complete the test, your results are compared with real-world data from people in your country.
Below is a preview of how scores are typically distributed across each scale.
Shaded area — where most people score
Dot — the average
You — your score lands on each curve after the test— your score, after the test
AmotivationA
You?
Average2.1
Typical rangeTypical1.6 – 2.6
Possible1 – 5
Introjected RegulationIR
You?
Average2.5
Typical rangeTypical1.9 – 3
Possible1 – 5
Integrative RegulationIR
You?
Average3.4
Typical rangeTypical2.9 – 3.9
Possible1 – 5
Identified RegulationIR
You?
Average2.1
Typical rangeTypical1.5 – 2.6
Possible1 – 5
External RegulationER
You?
Average3.2
Typical rangeTypical2.6 – 3.9
Possible1 – 5
Intrinsic motivationIm
You?
Average3.2
Typical rangeTypical2.5 – 4
Possible1 – 5
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SAMPLE QUESTIONS

Example Questions From the Test

You will be presented with various statements in response to the question, “Why do you play online games?” Indicate the extent to which you agree with each statement using the scale provided.
    • 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
WHAT THE TEST MEASURES

Gaming Motivation Scale (GAMS) Test - Description and methodology of the test

cyberpsychology
computer games
self-determination

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.

Author: Edward L. Deci, Richard M. Ryan
Literature:
  • 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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