Qualitatively, it is important to see that out of the five students who played the game and responded to the survey, two of them did read at least some of The Hobbit. It is not clear from their responses whether playing the video games had a role in this, but this is justification for running this experiment again on a larger study. From the nine subjects who answered the survey, none claimed to play video games on a regular basis. The most often any one of them played was “less than one hour a month.” If the player were to be a regular gamer, then perhaps the result would have been different. The subjects, being less likely to play video games, are
surely less likely to be impacted by playing for 30 minutes. The player must really be allowed to 'get into' the game, and according to Gee (2005) and Adams (2009), create identity through the video game. To address the theory that playing a video game can give the player motivation to read, one subject who answered that he had been motivated to read by playing a video game before said: “If the story gets you into the adventure and captures your imagination, it can make you read.” This correlates with Adams's theory that if a player becomes engaged and interested in the game, through imagination and the interactivity which is the adventure, reading can be a result.