2015
DOI: 10.1177/1541931215591261
|View full text |Cite
|
Sign up to set email alerts
|

Individual Differences in Video Gaming

Abstract: The purpose of this study is two-fold: 1) replicate the results of Phan, Jardina, Hoyle, and Chaparro (2012), and 2) extend their work on video gamers by understanding how female and male hardcore gamers differ from those who play casually, as well as examine the differences between hardcore gamers. Two hundred and twenty-five undergraduate students completed an online survey related to gaming behaviors, technology usage, and demographics. The outcomes of our study aligned with a majority of the findings of Ph… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
9
1

Relationship

0
10

Authors

Journals

citations
Cited by 22 publications
(8 citation statements)
references
References 13 publications
(12 reference statements)
0
7
0
Order By: Relevance
“…However, this finding does not indicate that convenience and Qualtrics samples are preferable to community since each researcher may have specific target population needs. For example, the majority of heavy gamers on the most popular platforms such as consoles and computers tend to be male, which would make community-recruited samples more attractive for those wishing to study more externally generalizable samples by gender (Kapalo et al, 2015). On the other hand, individuals from East Asia tend to have much more invested relationships with video games and the internet, as demonstrated by substantially higher gaming disorder rates in that region of the world (Chia et al, 2020).…”
Section: Discussionmentioning
confidence: 99%
“…However, this finding does not indicate that convenience and Qualtrics samples are preferable to community since each researcher may have specific target population needs. For example, the majority of heavy gamers on the most popular platforms such as consoles and computers tend to be male, which would make community-recruited samples more attractive for those wishing to study more externally generalizable samples by gender (Kapalo et al, 2015). On the other hand, individuals from East Asia tend to have much more invested relationships with video games and the internet, as demonstrated by substantially higher gaming disorder rates in that region of the world (Chia et al, 2020).…”
Section: Discussionmentioning
confidence: 99%
“…As such, it was believed this would be the most accurate and clear assessment of how frequently adolescents' play video games intensely. Finally, the use 2ĂŸ hours daily versus 3ĂŸ or 4ĂŸ hours was based on prior research suggesting a long gaming session for both casual as well as excessive gamers would be in excess of 2 h (Kapalo, Dewar, Rupp, & Szalma, 2015;Neys, Jansz, & Tan, 2014). As such, how often they play 2ĂŸ hours (i.e., never, less than monthly, monthly, weekly, daily) would be a strong indicator of their video gaming intensity.…”
Section: Methodsmentioning
confidence: 99%
“…Since we were not aware of any valid measures that could be used to evaluate gaming expertise, we developed a series of questions to assess the participants' perceived expertise (PE). The questions (average number of sessions played weekly, average session length, number and types of games played, amount spent on videogames per year, and preferred gaming platforms) were developed based on work by Kapalo et al [29] and Phan et al [30]. Approximately 250 participants were originally recruited to fill out the questionnaire assessing their self-report gaming expertise.…”
Section: Participantsmentioning
confidence: 99%