Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games DOI Creative Commons
Eduardo Rodríguez Barcenilla, Félix Ortega Mohedano

Information, Год журнала: 2022, Номер 13(8), С. 380 - 380

Опубликована: Авг. 9, 2022

The world of video games has become one the most important entertainment niches for society. In last decade it surpassed in turnover audio-visual markets such as cinema and music, driving development a new form communication. increase number female gamers highlighted need to discover differences similarities between players, both habits motivations. We present study based on survey procedure completion questionnaire that aimed cover age range 18 30 years Spanish youngsters reached total 711 valid responses. results showed there were no significant terms hours spent playing two genders, although motivational reasons playing, specifically competition challenge. discussion was carried out by means comparative statistical analysis confirm hypotheses meet objectives. Despite existence these not notable might be expected. When comes gaming, we have detected our study, some consumption with differentiated gender patterns; however, relevant indicators consumption, lockdown spending, differences. gap existed few ago is becoming progressively narrower.

Язык: Английский

The merchants of meta: A research agenda to understand the future of retailing in the metaverse DOI
Kiwoong Yoo,

Roman Welden,

Kelly Hewett

и другие.

Journal of Retailing, Год журнала: 2023, Номер 99(2), С. 173 - 192

Опубликована: Фев. 27, 2023

Язык: Английский

Процитировано

214

Gaming disorder: A summary of its characteristics and aetiology DOI Creative Commons
Orsolya Király, Patrik Koncz, Mark D. Griffiths

и другие.

Comprehensive Psychiatry, Год журнала: 2023, Номер 122, С. 152376 - 152376

Опубликована: Фев. 1, 2023

The emergence, development, and maintenance of gaming disorder (GD) is the result an interplay between gaming-related factors, individual environmental factors. None these alone are sufficient to cause a disordered state, but it interactive co-occurrence all which in some cases leads GD. goal present paper discuss detail three factors based on relevant recent findings literature. Among we online vs. offline videogames, role game genres, structural characteristics, design elements, as well important monetization techniques. demographic risk personality traits, motivational comorbid psychopathology, genetic predisposition, neurobiological processes considered. Finally, among family early life experiences, peers school-related broader context culture including popularity esports.

Язык: Английский

Процитировано

72

To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity DOI Open Access
Daria J. Kuss, Anne Marie Kristensen, Adrian J. Williams

и другие.

International Journal of Environmental Research and Public Health, Год журнала: 2022, Номер 19(3), С. 1169 - 1169

Опубликована: Янв. 21, 2022

The literature on online gaming has generally focused male gamers and been dominated by negative aspects of gaming. present study addresses the gender gap in this field exploring experiences female further unravelling several positive alongside some potentially harmful tendencies connected to gaming, including gamers’ wishes ambitions for their future A total 20 adult across Europe were interviewed results analysed using thematic analysis. Four main themes identified: (i) be or not a (female) gamer; (ii) improving social skills levelling up mental health; (iii) always healthy escape; (iv) there is more explore. one few empirical studies regarding construction self-image, gamers. It showed participants have history as from adolescence, but still face problems derived stigmatised internal self-image. Externally, gamer stigmatisation may result sexism, violence, harassment, objectification. Additionally, females decide against identifying gamers, engaging interaction, hold back general, thereby missing out opportunities recreation well psychological benefits that brings. There is, therefore, urgent need research actions promote change, equity, education, security counterparts. Game developers would benefit understanding large demographic better tailoring games women specifically.

Язык: Английский

Процитировано

50

“I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames DOI Creative Commons
Kim Szolin, Daria J. Kuss, Filip Nuyens

и другие.

Computers in Human Behavior, Год журнала: 2023, Номер 143, С. 107694 - 107694

Опубликована: Фев. 2, 2023

Far from merely being a tool to navigate virtual world, individuals can often develop strong and complex relationships with their videogame characters. The present study examined the bond that between user avatar, as well factors influence this relationship dynamic through use of thematic analysis. Semi-structured interviews were carried out 12 players UK US aged 18 27 years. results identified five major themes, comprising: (i) heterogeneity game worlds; (ii) avatar attachment; (iii) experiences affecting physical world behaviour attitudes; (iv) types self in (with sub-themes actual self, idealised utopian self); (v) difficulty user-avatar relationship. showed gamers avatars means insert version themselves into or attain desired sometimes including elements fantasy. In addition, participants indicated games an advanced customisation appeared facilitate stronger bonds character. Finally, several avenues future research are discussed, particular pertaining advancement relating Proteus effect.

Язык: Английский

Процитировано

25

Problematic gaming, social withdrawal, and Escapism: The Compensatory-Dissociative Online Gaming (C-DOG) model DOI Creative Commons
Alessandro Giardina, Adriano Schimmenti, Vladan Starčević

и другие.

Computers in Human Behavior, Год журнала: 2024, Номер 155, С. 108187 - 108187

Опубликована: Фев. 26, 2024

In this article, we critically overview existing studies on compensatory and dissociative mechanisms associated with problematic gaming a focus escapism, present theoretical model integrating current research. the first section, link processes related to continuum that corresponds degree of connection/rupture between physical virtual environments individual. second discuss strengths limitations conceptualizations measures escapism. We contend escapism in represents key dimension compensation for difficulties psychological needs satisfaction environment, differently from escape (avoidance) general immersion video games. last elaborate compensatory-dissociative online (C-DOG) model, which defines set interconnected operationalizing adaptive pathological gaming: relaxation, body-mind detachment, active escape, dissociation. This provides an unprecedented way consider meaningful clinical evaluation treatment gaming, as well association emerging social withdrawal conditions, such hikikomori).

Язык: Английский

Процитировано

14

Avatar creation in the metaverse: A focus on event expectations DOI Creative Commons
Sergio Barta, Sergio Ibáñez‐Sánchez, Carlos Orús

и другие.

Computers in Human Behavior, Год журнала: 2024, Номер 156, С. 108192 - 108192

Опубликована: Март 12, 2024

The metaverse has revolutionized the way event experiences are virtualized, as this cutting-edge technology is especially capable of fostering dynamic interactivity among avatars. However, few empirical studies have explored creation avatars for events. This research delves into theme in a mixed-methods approach. results semi-structured interviews with participants conference held highlighted that they would create single, unique avatar, whose style be adapted to characteristics future These findings were assessed later an online experiment, which created their own (utilitarian or hedonic) metaverse. confirmed users formal/informal styles depending on utilitarian/hedonic value expected derive from event. In addition, expectancy feel about experience prompts attendees design similar themselves, significantly increases satisfaction digital personas. technical capabilities platform (ease use and customization) seem also play important role enhancing avatar. suggests specific actions might taken ensure events satisfied avatar designs.

Язык: Английский

Процитировано

14

Problematic internet use by university students and associated predictive factors: A systematic review DOI
Magdalena Sánchez-Fernández, María de las Mercedes Borda Mas, Joaquín A. Mora-Merchán

и другие.

Computers in Human Behavior, Год журнала: 2022, Номер 139, С. 107532 - 107532

Опубликована: Окт. 18, 2022

Язык: Английский

Процитировано

34

Videogame player experiences with micro-transactions: An interpretative phenomenological analysis DOI Creative Commons
Erin Gibson, Mark D. Griffiths, Filipa Calado

и другие.

Computers in Human Behavior, Год журнала: 2023, Номер 145, С. 107766 - 107766

Опубликована: Март 27, 2023

Videogame monetisation methods have become a billion-dollar industry. Concerns surrounding micro-transaction use and potential negative psychological impact prevalent in recent years. For example, there is suggested association between loot box buying problem gambling, although this does not capture the nuanced experiences of players with broad range micro-transactions. The present study aimed to identify convergences divergences videogame player micro-transactions, using interpretative phenomenological analysis. Eleven participants took part online semi-structured interviews. Interviews focused on participants' feelings, beliefs motivations use. Six super-ordinate themes were identified: (i) self-control vs. impulsivity, (ii) for use, (iii) obligation play after purchases, (iv) guilt regret, (v) feeling tricked or cheated (vi) comparing gambling. Sub-themes relating comparisons gambling also emerged. Key giving back 'rewarding' game developers their work social connectedness. Participants who engaged battle pass micro-transactions often felt sense continue playing purchasing. Micro-transaction was explained by need autonomy, relatedness, competence. It recommended that cognitive behavioural therapy could be used treat maladaptive related

Язык: Английский

Процитировано

23

Translating the user-avatar bond into depression risk: A preliminary machine learning study DOI Creative Commons
Taylor Brown, Tyrone L. Burleigh, Bruno Schivinski

и другие.

Journal of Psychiatric Research, Год журнала: 2024, Номер 170, С. 328 - 339

Опубликована: Янв. 1, 2024

Research has shown a link between depression risk and how gamers form relationships with their in-game figure of representation, called avatar. This is reinforced by literature supporting that gamer's connection to avatar may provide broader insight into mental health. Therefore, it been argued if properly examined, the bond person reveal information about current or potential struggles offline. To examine whether an individuals' avatars for depression, longitudinal data from 565 adults/adolescents (Mage = 29.3 years, SD 10.6) were evaluated twice (six months apart). Participants completed User-Avatar-Bond [UAB] scale Depression Anxiety Stress Scale measure risk. A series tuned untuned artificial intelligence [AI] classifiers analyzed responses concurrently prospectively. allowed examination user-avatar can cross-sectional predictive Findings revealed AI models learn accurately automatically identify cases, based on gamers' reported UAB, age, length gaming involvement, both at present six later. In particular, random forests outperformed all other AIs, while immersion was be strongest training predictor. Study outcomes demonstrate UAB translated accurate, concurrent, future, predictions via trained classifiers. Assessment, prevention, practice implications are discussed in light these results.

Язык: Английский

Процитировано

7

On your marks, headset, go! Understanding the building blocks of metaverse realms DOI Creative Commons
Brendan James Keegan, Ian P. McCarthy, Jan Kietzmann

и другие.

Business Horizons, Год журнала: 2023, Номер 67(1), С. 107 - 119

Опубликована: Сен. 15, 2023

In 2011, Business Horizons published the 'social media honeycomb' paper to help managers and scholars understand what was, then, a new form of media, its various platforms, how engage with it learn use it. Today, we face similar challenges opportunities metaverse as try discover attract, enable, serve capture value from users in some virtual world. this article, introduce concept 'metaverse realm' (i.e., specific type space community) present honeycomb model explain functionalities affordances for different realms. We two applications show attention immersive can characterize To conclude, outline could be used strategically evaluate realms terms their external fit who-what-how realms), internal trade-offs synergies realm functionalities), life-cycles roadmapping directing evolution).

Язык: Английский

Процитировано

13