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1.
BackgroundPrior studies observed involvement with video games to vary between different sociodemographic strata with considerable higher gaming time in males compared to females. However, empirical evidence explaining the gender gap in gaming time is still scarce. The present study aims to evaluate if the higher gaming time can be attributed to gender specific game genre preferences.MethodsA nationwide representative survey comprising 3073 participants aged 16–93 years (M = 49.1; SD = 18.2) was conducted. Video game use and genre preferences were assessed via a written questionnaire. OLS regression and subsequent mediation analyses were used to determine significant predictors of gaming time and to evaluate the contribution of genre preferences.ResultsHigher age, high education and employment predicted lower gaming time whereas male gender and the preference of certain game genres predicted higher gaming time. Mediation analyses revealed that the higher gaming time of males is fully mediated by the higher preference of role-playing and shooter games among this gender group.ConclusionThe higher gaming time of men is fully accounted for by the male specific preference for certain game genres. Future research should address the functional connection between genre preferences and gaming behavior in further detail.  相似文献   

2.
This paper examines the role of trait emotional intelligence (trait EI) in gamers’ preferences for play and frequency of gaming in a sample of 1051 young adult US/European gamers, who play frequently the online massively multiplayer game, World of Warcraft (WoW). Trait EI was shown to predict social and achievement preferences for play as well as frequency of gaming. In particular, trait EI was positively correlated to a preference for social practices per se and negatively correlated to a preference for achievement-oriented, instrumental practices. These findings advocate that gamers’ preferences for play are in accordance with their emotion-related personality characteristics. Trait EI was also negatively associated with frequency of gaming suggesting that lower scorers on trait EI are more likely associated with more frequent game use.  相似文献   

3.
In this study, we examine digital game preferences by identifying game dynamics, i.e. player–game interaction modes, of 700 contemporary digital games, and players' (N = 1717) desire to play games with specific types of dynamics. Based on statistical analysis of the data, 5 game dynamics preference categories (“assault,” “manage,” “journey,” “care,” and “coordinate”) and 7 player types were revealed. The results show that identifying player types requires including both preferred and undesired game dynamics categories in the analysis. The findings unveil digital gaming as a more multifaceted phenomenon than common stereotypes suggest. The original game preferences model we present in this study can be conceptualized as a complementary approach for motivations to play and player behavior studies.  相似文献   

4.
The alarming growth rate in the online game industry calls for a need of understanding the determinants of online gamers’ behaviour. Investigating how online gamers choose different online characters assists online game vendors to design characters that match the needs of different online gamers. Recently, numerous online game designers have introduced celebrity figures as characters for certain online games. The popularity of those celebrities has resulted in greater awareness of these games, and hopefully further increases the playability of online games. While different online gamers are motivated by different desires for playing, it is insufficiently researched whether these online celebrity characters have actually altered players’ choice in giving preference to these games. Thus, this study conducts an experimental design to study the reasons behind players’ choice of characters by studying how online games perceive the interpersonal attractiveness of celebrity online characters, and how online gamers with different playing motivations display different behaviours in their choice of online game characters. Results from the survey filled out by participants after the experiments show that the attractiveness of celebrity online characters is significantly higher than that of non-celebrity characters. Further, online game players with a social playing motivation tend to choose celebrities as their online game characters.  相似文献   

5.
In the era of digital gaming, there is a pressing need to better understand how people's gaming preferences and habits affect behavior and can inform educational game design. However, instruments available for such endeavor are rather informal and limited, lack proper evaluation, and often yield results that are hard to interpret. In this paper we present the design and preliminary validation (involving N = 754 Spanish secondary school students) of a simple instrument that, based on a 10-item Game Preferences Questionnaire (GPQ), classifies participants into four ‘clusters’ or types of gamers, allowing for easy interpretation of the results. These clusters are: (1) Full gamers, covering individuals that play all kinds of games with a high frequency; (2) Hardcore gamers, playing mostly first-person shooters and sport games; (3) Casual gamers, playing moderately musical, social and thinking games; and (4) Non-gamers, who do not usually play games of any kind. The instrument may have uses in psychology and behavioral sciences, as there is evidence suggesting that attitudes towards gaming affects personal attitudes and behavior. Besides, we propose applying the instrument to help designers of educational games to get better tailored their games to their target audiences.  相似文献   

6.
This study examined problematic gaming behavior and depressive tendencies among people who play different types of online-games. Other game-related variables were investigated to determine if other differences between three game types could be established. Participants in the current research (n = 468) can be classified into three independent groups. Subjected users either solely played massive multiplayer online role-playing games (MMORPGs) or they preferred online-ego-shooters (OES) or real-time-strategy games (RTS). Results indicate that MMORPG users show more often problematic gaming behavior, depressive tendencies and lower self-esteem compared to users playing other online-games. MMORPG users reported to playing significantly more often in order to escape from real-life problems, which might be a valuable coping strategy but might also lead to problematic gaming behavior.  相似文献   

7.
The aim of this study was to identify, classify, and explain gamers’ perceptual experiences referred to as Visual Game Transfer Phenomena (VGTP) to contribute to the understanding of the effects of post-video-game playing and encourage healthy and safe gaming. A total of 656 experiences from 483 gamers were collected from 54 online gaming forums. The findings suggest that intensive playing can result in misperceptions and visual distortions of real-life objects and environments, stereotypical visual experiences that arise from mind visualization, and pseudo-hallucinatory experiences with video game content. Gamers’ experiences can be explained by the interplay of physiological, perceptual, and cognitive mechanisms. Observation of video game features suggests that in most cases a relationship between the games’ structural characteristics, gamers’ VGTP experiences, and gamers’ playing habits appeared relevant. VGTP can occur while gaming, immediately after stopping play, or after some delay. Further VGTP characteristics and their psychosocial implications are discussed.  相似文献   

8.
Playing online games can become problematic and engender adverse consequences. Several psychological factors have been shown to influence the development and the maintenance of this problematic behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and self-esteem. The aim of the current study is to determine whether reliable subtypes of problematic online gamers can be identified. A sample of 1057 online gamers was recruited. Validated questionnaires were used to measure established psychological risk factors (impulsivity, motives to play, self-esteem) and potential consequences of playing (addiction symptoms, positive and negative affect). Actual in-game behaviors were also monitored. Five reliable clusters of gamers were identified (three problematic and two nonproblematic clusters). Cluster comparison revealed that the psychological factors considered are differentially involved in problematic online gaming. At the theoretical level, the results emphasized that problem online gaming depends on a wide range of psychological factors. At the clinical level, the diversity of psychological profiles shown supports the development of personalized (custom-made) interventions targeting specific psychological mechanisms. Overall, our findings suggest that conceptualizing the problematic use of massively multiplayer online role-playing games as “behavioral addiction” is too restrictive and might result in the simplification of heterogeneous and multi-determined problematic behaviors.  相似文献   

9.
This study aims to add to the discussion about the applicability of the classical deindividuation theory and social identity model of deindividuation effects (SIDE) in explaining online behaviours. It explores the effect of anonymity in facilitating social influence of group identity in online game cheating. A nationally representative survey was conducted face to face. Results from the survey administered in Singapore confirm predictions derived from the SIDE and challenge the classical deindividuation theory. Specifically, it was concluded that the frequency of gaming with online strangers (anonymous gaming) significantly predicted the frequency of cheating in online games. The effect of anonymity on game cheating was found to be significantly mediated by the group identification with online gaming communities/groups. Gender differences were found. Male gamers cheated more frequently than female gamers. Female gamers are more likely to cheat as a consequence of group identification than male gamers. Implications and future research are discussed.  相似文献   

10.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.  相似文献   

11.
With the increasing populations of the smartphones and mobile devices these years, the majority of people have played the mobile or online games on their smartphones. As such users have rapidly increased, this research is to propose an innovative service that can automatically recommend the users the appropriate online games as their optional references. In order for market competition, the most online games’ enterprises need to develop and sell the newer online game products or versions continuously for the customers who like to play online games. Now that the types and markets of online games have had the more diverse along with the sustainable development of online game products over time. This research is to propose an integrative analysis from a large amount of data -users’ preference sequences. Firstly, the research utilizes a sequence recommendation technology that can be used to analyze their preference sequences of online game’s types based on other similar users’ sequence preference data. In other words, these recommended online game’s types that can be generated according to the relationships between the query user’s preferences and users themselves. All sequences from numerous data are accumulated to be the inferences of the query users’ preferences. Secondly, the research also utilizes data mining methodology to explore the possibilities of different product mix of game types from numerous user data. For the main methodology, this research uses a ‘partial user ranking algorithm’ to analyze group ranking of online games based on similar users. The purpose is to explore how the players can be recommended based on the other users’ priorities, as well as the product mix of game types which can be the potential business trends come to markets. Furthermore, this study contributes to a research implication for online game industry, and the results also could be the business references of game combinations and product design.  相似文献   

12.
ABSTRACT

The time displacement hypothesis has been widely used to explain the effects of media use on academic performance. This approach has been criticised for its monocausality and weak explanatory power. Utilising a combination of different theoretical perspectives is better suited than utilising only one. Considering displacement, excitement, attraction and third variable hypothesis, this paper argues that the relation between video game use and school performance is not the same for all types of gamers by considering the influence of socioeconomic, psychological and contextual factors. It investigates how gaming patterns (frequency, time of day) and psychological characteristics (sensation seeking, aggression) are related to academic performance for primary and secondary school students. Five hundred and seven students from five primary and four secondary schools in Singapore participated in a paper-pencil survey. Results showed support for a combination of displacement and third variable hypothesis, as overall time spent on video games was negatively associated with primary school children’s and active gamers’ school performances. There was no significant relationship for secondary school children. For primary school children who play games in the morning and afternoon, video game use was negatively associated with school performance. There was no support for the attraction and excitement hypotheses.  相似文献   

13.
Previous studies have established that online gamers favor online social activities, implying that gamer loyalty to a game may be associated with that of other gamers. However, exactly how gamer loyalty to a game depends on the presence of other gamers remains unknown. This study investigates relationships among gaming challenge, interdependence, and gamer loyalty. The study sample comprises 994 online gamers. Analytical results indicate that (1) gaming challenge is positively related to interdependence; (2) interdependence is positively related to gamer loyalty; and (3) gaming challenge is positively related to gamer loyalty. Results of this study provide game designers with further insight into how to strengthen gamer loyalty directly and indirectly by enhancing gamer‐gamer interdependence.  相似文献   

14.
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.  相似文献   

15.
Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers’ behavioral patterns during such games. The current study is an empirical observation and analysis of the behavioral patterns of 100 gamers participating in an educational MMORPG called Talking Island©. In our study, we recorded and summarized the gaming behaviors demonstrated by these participants over 335 days of observation from December 2009 to October 2010. We coded the recorded behaviors and conducted a frequency analysis, sequential analysis and cluster analysis to explore the behavioral distributions, behavioral-frequency transition and behavior-cluster patterns in the MMORPG. Gender differences in behavioral patterns were also compared and discussed. Based on the results, we discuss the potential and limitations of the game and provide suggestions for future research on and the development of educational MMORPGs.  相似文献   

16.
In this paper, we examine the intergenerational gaming practices of four generations of console gamers, from ages 3 to 83 and, in particular, the roles that gamers of different generations take on when playing together in groups. Our data highlight the extent to which existing gaming technologies support interactions within collocated intergenerational groups, and our analysis reveals a more generationally flexible suite of roles in these computer-mediated interactions than have been documented by previous studies of more traditional collocated, intergenerational interactions. Finally, we offer implications for game designers who wish to make console games more accessible to intergenerational groups.  相似文献   

17.
The present study explores the relation among different characteristics of preadolescents and their video game habits and preferences. Specifically, the predictive power of age, gender, and psychological adjustment on time spent playing video games and game preference was explored. Children ages 10–15 were given two surveys: a video game habits survey and the BASC-II self-report assessment of personality. Results confirm previous findings of significant gender differences in both time spent playing video games and game type preference. For preadolescents, males were found to spend more time overall playing video games, but for both males and females time spent playing increased with age. No relation was found between time spent playing video games and negative psychological adjustment, as assessed by the BASC-II. Game type preference was predicted by several psychological characteristics. For example, females’ positive feelings about the self were associated with increased likelihood of electing First Person Shooters as a favored game type, and males’ internalizing difficulties were associated with decreased likelihood of electing Massively Multiplayer Online Role Playing Games (MMORPGs). The current findings confirm previous results with preadolescents, an under-studied age group, and lend novel insight into the psychological processes that contribute to video game preference.  相似文献   

18.
Immersion and appeal are considered to be necessary constituents of the player experience. In this article their relationship is examined through a 2 × 2 factorial study (n = 173) in the context of two games, a first-person shooter and a massively multi-player online role-playing game, and in the context of two types of players: experienced players who have never played the game in one of the genres in question, and experienced players who have played one of the games in question. It is found that immersion and appeal are linearly correlated, and the repercussions of this finding are discussed.  相似文献   

19.
When assessing the appropriateness of massively multiplayer online role-playing games, it is our contention that questions dealing with the morality of their content – especially regarding the more ‘adult’ nature of potential interactions – are the wrong sorts of questions to ask. Instead, when considering the permissibility of such games, a more informative strategy is to focus on what gamers are able to deal with, psychologically, especially regarding taboo violation. Thus, we argue that there is nothing morally problematic with online gamespace per se, no matter how prohibitive the simulated behaviour is offline (as long as the space is frequented by adults only). Instead, we should concern ourselves with whether the potential moral freedoms afforded the online gaming community are psychologically healthy: For it is our contention that underlying any change to the gamer’s behaviour offline is the need (in some) to seek psychological parity across domains (making congruent one’s identity and actions in both the virtual and offline worlds). It is therefore not so much what games are doing to us that is of concern, here, but what we are doing to ourselves through the process of seeking psychological parity.  相似文献   

20.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   

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