Abstract

This thesis seeks to first understand why individuals play Guitar Hero and Rock Band. Several motivational factors are looked at including fantasy, self-esteem, self-efficacy, and the desire to play a real instrument. In addition to the motivation factors, the communication theories of uses and gratifications and deficient self-regulation are used to define the gamers who play Guitar Hero and Rock Band. Once the paper defines a theoretical framework, a survey is used to test the variables. The significant findings are then discussed and suggestions are made as to how these games can more effectively be used as marketing tools for guitar manufacturers and music companies.

Degree

MA

College and Department

Fine Arts and Communications; Communications

Rights

http://lib.byu.edu/about/copyright/

Date Submitted

2010-04-21

Document Type

Thesis

Handle

http://hdl.lib.byu.edu/1877/etd3566

Keywords

Guitar Hero, Rock Band, deficient self-regulation

Included in

Communication Commons

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