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Dryad

Gaming motivation among college students

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Sep 18, 2026 version files 13.54 KB

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Abstract

This dataset contains Q-methodology data collected to examine subjective patterns of gaming motivation among college students at risk of gaming disorder. Using purposive sampling, 25 college students from the Seoul metropolitan area who were identified through screening as being at high risk of gaming disorder completed a Q-sort of 34 statements. The dataset includes the Q-set statements and participants’ Q-sort data. The Q-sort data were analyzed using principal component analysis with Ken-Q Analysis software, resulting in the identification of five subjective motivational profiles: strategic efficiency seekers, external recognition seekers, escapism and immersion seekers, emotional healing seekers, and goal achievement immersion seekers. The dataset may be reused for methodological replication, secondary Q-methodological analyses, comparisons of gaming motivation profiles across populations or cultural contexts, and future research on gaming motivation and problematic gaming. Because the data were collected from human participants and include information related to gaming behavior and risk of gaming disorder, appropriate ethical safeguards were applied during data collection and management. The shared dataset contains only de-identified information and should be used in accordance with applicable ethical requirements and data-use conditions.