Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017
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Transcript of Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017
Online Gaming Communities in Croatia
First author: Tea Šango ([email protected] )Second author: Tomislav Rajković ([email protected] )Mentors: Drahomira Cupar([email protected] ) and Josip Čirić([email protected])
University of Zadar, CroatiaDepartment of information science
Introduction
• Phenomena of video-games.• No strict definition of gamers.• Several approaches.• Attitudes, behavior of gamers in Croatia.• Gaming communities.• Connections.• How do they perceive each other.• Characteristics of players.
• Research goals:– To see the demographic and psychosocial characteristics of
gamers.– How do they perceive players who play on other game
consoles.– How do they perceive other players of their favourite
games.– To see their attitudes towards gaming in general.– To check if there is any regularity considering personality
traits.
Methodology
Results• Age: 13-43 (N=166 M=23.90 sd=5.54 Shapiro-
Wilkis=.946 p<.01)• Males – 76,3% ; Females – 20,4% ; LGBTQ - 2,9%.• Median – 23 years ; Mode – 22 years.
• Major grups• Pupil/students – 45.7%• Employed – 36.7%
• Monthly budget• -35€ - 46.5%• 100€ - 17.0%• 500€ - 63.7%• +1000€ – 11.1%
• Entertainment• Computer games – 85.9% • Gathering with friends – 65.2% • Watching TV – 45.1% • Partners – 34.8%
• Breaking the stereotyse• Having a partner – 44% • Hanging out with their partner – 34.8% • Having a pet – 49.5%
• Living situation• Own apartment – 64.7% • With parents – 48.1% • With partner – 20.3%
• Most common real life social networks – 5 to 10 people.
• Most common platform - PC (desktop) 75.7%
• Favorite feature• Gameplay and multiplayer
• Least favorite feature• Community, graphics, brief gameplay
• E-sport - 50%• Getting their fix
• Buying on-line - 70.5%• Piracy - 56.7%• Bargain sales – 46.0%
Games
Confronting stereotypes
• Disagreement• „Typical gamer has no life beyond video games” -
86.2%• „Female gamers are marketing gimmick” – 60.2%• „Female gamers play video games casually” – 55.3%• „Cosplayers are weird” – 48.9%• „Female characters are over-sexualized” – 34.6%• „Female gamers are as successful as male gamers” –
13.1%
Hexaco• Honesty-humility correlated with writting
game instructions.• Extraversion correlated with meeting other
gamers in real life.• Openness to experience related to cRPG• Honesty-humility negatively related with FPS
and action games.
• Our participants are rather tolerant group of young people.
References• Arena, D. (2015). Video Games as Tillers of Soil. Theory into Practice 54; 94-100.• Ashton, M. C. & Lee, K. (2009). The HEXACO-60: A short measure if the major dimensions of
Personality. Journal of Personality Assessment, 91, 340-345.• Crawford, G. (2011). Video Gamers. London & New York: Routledge.• Čirić, J., Volarević, D., & Mrkela, L. (2015). The first life: Some aspects of gamification in the real world.
Bobcatsss 2015 Proceedings and Abstracts, 92-96.• Griffiths, Mark D., Davies, Mark N. O., & Chappell, Darren. (2003). Breaking the Stereotype: The Case of
Online Gaming. Cyberpsychology & Behavior 6(1), 81–91.• Krolo, K., Zdravković, Ž., & Puzek, I. (2016). Tipologija gamera i gamerica u Hrvatskoj: Neke
sociokulturne karakteristike [Gamer typology in Croatia: Some sociocultural characteristics]. Medijske studije, 7(13), 25–42. doi:10.20901/ms
• Paul, J. (2016, May 16). By the numbers: Most popular online games right now. Retrieved September 21, 2016, from Now Loading, https://nowloading.co/posts/3916216
• Salguero, R. A. T. & Morán, R. M. B. (2002). Measuring problem video game playing in adolescents. Addiction. 97, 1601-1606.
• Seay, A. F. (2004). Project Massive: A Study of Online Gaming Communities. In Proceedings of CHI 2004, April 24 – 29, Vienna (pp. 1421-1424).
• Statista. (2016). Most played PC games. Retrieved September 21, 2016, from Statista, https://www.statista.com/statistics/251222/most-played-pc-games/
Thank you for your attention!!!
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