
Bridging the Video Game Gap: Relating Games, Players, and Their Motivations
Author: Bijvank, Marije, Konijn, Elly, and Bushman, Brad
Date: 2007
Source: International Communication Association Conference, San Francisco,
Full Text Link:
http://convention2.allacademic.com/one/ica/ica07/index.php?click_key=1&cmd=Multi+Search+Search+Load+Publication&publication_id=168491&PHPSESSID=eb50e453250e192c2c235b33d78df964
Keywords:
academia, conference, survey, motivations, player types, aggression, middle school, high school, violence, what men want, what women want, values at play, academic achievement
Abstract:
The debate on effects of video games thus far seems to have overlooked specifics of players and of games. In talking about harmful effects of violence games, scholars have a different audience in mind, playing with different games, than those denying such effect or claiming positive affects. Therefore, we studied what distinguishes various player-types, what types of games they prefer to play, what motivations lie behind distinct player-types, and what attracts them in their favorite games. Preliminary results (N = 397) of our survey revealed that, as expected, boys (aged 12-17) at a lower education level play more standalone games, play more violent games, and display less social motivations for game-playing, than their higher educated counterparts, who played more lawn and mmorpgs for social motivations. Furthermore, lower-educated boys were most attracted by the violence in their favorite games, whereas higher-educated boys were most attracted to the games’ potential for immersion.
(from AllAcademic.com)
Implications for Game Industry:
No Implications have been written for this entry.
Research Highlights:
No Highlights have been written for this entry.