A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players
Davinder Ghuman and
Mark Griffiths
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Davinder Ghuman: Sussex University, UK
Mark Griffiths: Nottingham Trent University, UK
International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2012, vol. 2, issue 1, 13-29
Abstract:
One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multi-player Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG), and Real Time Strategy (RTS) Games. Therefore, the current study examines player behaviour and characteristics in these three relatively under-researched online gaming genres. The study examines the differences between the three different game genres in terms of: (i) the demographic profile of players, (ii) the social interactions of players including the number and quality of friends, and how gaming related to real life friendship, and (iii) motivations to play specific game genres. The sample comprised 353 self-selected players. The RPG genre had the highest percentage of female players. The number of hours played per week varied significantly between the genres. RPG players played significantly longer hours than FPS or RTS players. In relation to playing motivation, achievement levels were highest for the FPS genre with RPG genre having the lowest achievement levels. RPG players had the highest immersion levels. RTS players were significantly less likely to report having made friends than players of the other two genres.
Date: 2012
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Persistent link: https://EconPapers.repec.org/RePEc:igg:jcbpl0:v:2:y:2012:i:1:p:13-29
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