2015
DOI: 10.1016/j.chb.2014.11.020
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Beyond the “core-gamer”: Genre preferences and gratifications in computer games

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Cited by 89 publications
(111 citation statements)
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References 12 publications
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“…Some self‐identifying gamers might use these aspects to deny others this identity through derogatory labels (Paaßen et al, ; Richard, ). For example, players who play certain types of games, such as games on web browsers, social networking sites, or mobile devices are considered not true gamers, but “casuals” (Scharkow et al, ; Shaw, ). Another example is female players being denied gamer status as “fake geek girls,” women who play video games with ostensibly sexual motives (Richard, ), consequently female players may be forced to choose between a female or a gamer identity (Paaßen et al, ).…”
Section: Social Identity Model Of Deindividuation Effects and The Gammentioning
confidence: 99%
See 1 more Smart Citation
“…Some self‐identifying gamers might use these aspects to deny others this identity through derogatory labels (Paaßen et al, ; Richard, ). For example, players who play certain types of games, such as games on web browsers, social networking sites, or mobile devices are considered not true gamers, but “casuals” (Scharkow et al, ; Shaw, ). Another example is female players being denied gamer status as “fake geek girls,” women who play video games with ostensibly sexual motives (Richard, ), consequently female players may be forced to choose between a female or a gamer identity (Paaßen et al, ).…”
Section: Social Identity Model Of Deindividuation Effects and The Gammentioning
confidence: 99%
“…Often, video games are still regarded as an activity for men only, causing significant problems for women's participation in gaming especially within the core group of self‐identified “gamers” (Shaw, ). While the gender gap seems to be closing in terms of the widest user range, there are still notable differences in preferences and behavior, especially among the “hardcore” users (Scharkow, Festl, Vogelgesang, & Quandt, ; Vermeulen & Van Looy, ).…”
Section: Introductionmentioning
confidence: 99%
“…A counter could help the player to monitor the progress and channel the efforts. Resembling a puzzle game as well, this "research" could be attractive for the user: an exercise in exploration, observance and classification of visual information is proven to be sufficient to address personal gratifications of the gamer [6]. What is more, it could put the user into the shoes of the expert -possibly via a basic storyboard: the user could take the role of a Heritage student.…”
Section: The Stoa Of Attalosmentioning
confidence: 97%
“…Ellos también tienden a preferir géneros de videojuegos más competitivos y agresivos; por ejemplo, acción-shooters o juegos deportivos. Las chicas tienden a preferir juegos más ocasionales y no violentos; por ejemplo, puzles o videojuegos de plataforma (Lemmens y Hendriks, 2016;Rehbein y cols., 2016;Scharkow, Festl, Vogelgesang, y Quandt, 2015). Aún así, a pesar de estas diferencias claras de género, apenas se ha examinado la posibilidad de que los factores de riesgo para el juego problemático difieran entre chicos y chicas.…”
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