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Psychosocial and Sociocultural Determinants of Video Gamer Typology (CROSBI ID 603277)

Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija

Čulig, Benjamin ; Rukavina, Izvor Psychosocial and Sociocultural Determinants of Video Gamer Typology // Cultural Perspectives of Video Games: From Designer to Player / Brackin, L. Adam ; Guyot, Natacha (ur.). Oxford: Inter-Disciplinary Press, 2012. str. 41-55

Podaci o odgovornosti

Čulig, Benjamin ; Rukavina, Izvor

engleski

Psychosocial and Sociocultural Determinants of Video Gamer Typology

A scientific face-to-face survey was carried out on a quota sample of students from the University of Zagreb, Croatia, in 2011, with the intention to empirically establish a typology of video gamers/non-gamers (N=314 ; 54.1% males). The questionnaire consisted of 65 topics with approximately 450 variables covering psychosocial, sociocultural, sociodemographic and behavioural features of participants. The primary purpose of the research was to set up a psychosocial and sociocultural profile of video gamers/non-gamers. This chapter focuses exclusively on gamers (N=217 ; 72.4% males). On the basis of preliminary interviews conducted with hardcore gamers, as well as relevant scientific and specialised literature, we devised a research questionnaire examining gaming preferences, comprising 70 items with an ordinal 5-point assessment scale. The principal component analysis under GK criteria with varimax rotation extracted 9 types of gamers. The types obtained partly correspond to the accepted classification of game genres: RPG, FPS, RTS, TBS, real life simulations (RLS), online gaming, racing games, horror games and casual & family games. The content validity of the conceptualisation and of the final multi-item questionnaire tool was additionally confirmed by comparing the results with answers to questions explicitly targeting preferred games and game genres. The analysis of psychosocial profiles encompassed correlations with respect to the following: personality traits (a modified five-factor model), main life goals, leisure values, some aspects of computer and internet usage, gaming habits, video game ‘addiction, ’ computer literacy, and basic individual and social characteristics of participants. Statistical procedures included chi-square test, t-test, ANOVA, multiple linear regression and Pearson correlation. Statistically significant findings of hypothesised relationships among the gamers’ types and the predictor set confirmed the relevance of our model. The determinants of psychosocial and sociocultural profile represent firm grounds for future investigation of criterion validity of the proposed video gamers’ typology.

typology of video gamers; video game genres; gaming preferences; life goals; leisure values; personality traits; gaming habits

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Podaci o prilogu

41-55.

2012.

objavljeno

Podaci o matičnoj publikaciji

Cultural Perspectives of Video Games: From Designer to Player

Brackin, L. Adam ; Guyot, Natacha

Oxford: Inter-Disciplinary Press

978-1-84888-161-7

Podaci o skupu

4th Global Conference - Videogames Cultures and the Future of Interactive Entertainment

predavanje

11.07.2012-13.07.2012

Oxford, Ujedinjeno Kraljevstvo

Povezanost rada

Sociologija