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Why girls go pink: Game character identification and game-players’ motivations
Authors:Eva A. van Reijmersdal  Jeroen Jansz  Oscar Peters  Guda van Noort
Affiliation:1. Amsterdam School of Communication Research ASCoR, University of Amsterdam, Kloveniersburgwal 48, 1012 CX Amsterdam, The Netherlands;2. Erasmus School of History, Culture and Communication, Erasmus University Rotterdam, P.O. Box 1738, 3000 DR Rotterdam, The Netherlands;3. Department of Media, Communication and Organisation, Faculty of Behavioural Sciences, University of Twente, P.O. Box 217, 7500 AE Enschede, The Netherlands
Abstract:Based on social role theory and uses and gratifications, this study provides insights into the popularity of so-called pink games. This study is the first to examine the roles of identification, playing time, and age in the experience of motivations while playing an online role-playing game. Drawing upon a survey among 2261 girls between10 and 17 of age, our results show that identification with characters in the game is an important process in explaining girls’ gaming motivations. In addition, identification and motivations are intensified with playing time. Although age affects identification negatively, age is not related to the most important motive in playing pink games: social interaction. This study has important theoretical and practical implications for the popularity of pink games among girls.
Keywords:Game   Girl   Identification   Motivation   Uses and gratifications   Social role theory
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