2020
DOI: 10.1111/soin.12363
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Gamers on Gaming: A Research Note Comparing Behaviors and Beliefs of Gamers, Video Game Players, and Non‐Players

Abstract: Research often conflates video game players and "gamers," defining gamers by time spent playing or by type of game played. Such operationalization may be a matter of convention or, more problematically, based on stereotypical beliefs about gamers. With a survey of nearly 900 young adults, this study compared self-identified gamers to other video game players and people who do not play video games. There were behavioral differences in terms of time played, but few attitudinal differences across the groups with … Show more

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Cited by 10 publications
(6 citation statements)
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References 25 publications
(38 reference statements)
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“…The main reason to make the exclusion was the fact that the researchers wanted to conduct a deeper analysis of the types of games, platforms or ways of playing and to do so only people playing games have knowledge of the type of games they prefer and how they play these games. Furthermore, individuals that do not play video games have been found to hold negative attitudes and beliefs about games (Amby et al, 2020; Kort-Butler, 2020) that could alter the results based on stigma and not gamer identity. The results were collected between March and June 2019.…”
Section: Participantsmentioning
confidence: 99%
“…The main reason to make the exclusion was the fact that the researchers wanted to conduct a deeper analysis of the types of games, platforms or ways of playing and to do so only people playing games have knowledge of the type of games they prefer and how they play these games. Furthermore, individuals that do not play video games have been found to hold negative attitudes and beliefs about games (Amby et al, 2020; Kort-Butler, 2020) that could alter the results based on stigma and not gamer identity. The results were collected between March and June 2019.…”
Section: Participantsmentioning
confidence: 99%
“…On the other hand, games are fun activities, however they are also viewed by many individuals as an escape from the stress posed by real life, a pastime activity, or a means to socialization (Cheng, 2007;Yee, 2006). The effects of these approaches can be seen in the individual preferences for different games or for certain behavior specific to different profiles (Giammarco, Schneider, Carswell & Knipe, 2015;Lazzaro, 2004;Herodotou, Kambouri & Winters, 2011;Kort-Butler, 2020). An examination of studies dealing with factors affecting individuals' game preferences reveals three main categories: demographic factors (Crawford & Gosling, 2005;Durdu, Hotomaroğlu & Çağıltay, 2004;Horzum, 2011;Lucas & Scherry, 2004;Marshall & Foran, 2008;Prensky, 2001;Pala & Erdem, 2011;Quaiser-Pohl, Geiser & Lehman, 2006;Sherry, De Souza, Greenberg & Lochan, 2003;Stavropolos, Rennie, Morcos, Gomez & Griffiths, 2020;Wasserman & Rittenour, 2019), in-game behavior and motives for playing (Giammarco, Schneider, Carswell & Knipe, 2015;Lazzaro, 2004;Herodotou, Kambouri & Winters, 2011;Wang, Sapienza, Culotta & Ferrara, 2019), and playing habits (Ayan, 2013;Juul, 2002;Kirman & Lawson, 2009;Lee & LaRose, 2007;Liao, Tseng, Cheng & Teng, 2020;Manero, Torrente, Freire & Fernández-Manjón, 2016;Mulligan & Patrovsky, 2003;Palomba, 2019;Scharkow, Festl, Vogelgesang & Quandt, 2015;Tatlı, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…However, not all heavy-video-gamers are problematic. Because 70 percent of the undergraduate student population report they play games, more research needs to be conducted on the nonproblematic gamers (Kort-Butler, 2020;Partin, 2017;Reitman et al, 2020). Both, "thrivers and divers," discussed by Beattie et al (2018) are found within this group of students.…”
Section: Identified Gapsmentioning
confidence: 99%
“…Gaming activities have little purpose in supporting school missions, though it is growing into a distinct discipline (Bauer-Wolf, 2019;Nguyen, 2017) Potential to affect a small to medium population of campus (Osborn, 2020;Routon & Walker, 2015) Potential to affect a large population of campus (Kort-Butler, 2020;Thuma, 2012).…”
Section: Table 1 (Continued)mentioning
confidence: 99%
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