2016
DOI: 10.1016/j.chb.2015.10.016
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Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences?

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Cited by 97 publications
(85 citation statements)
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“…The reinforcing spirals model that examines individual differences in media selection side by side with media influence "draws from social identity theory (Tajfel and Turner, 1986), suggesting that media use in contemporary society is a principal means by which such social and personal identities are maintained" (Slater 2015, p. 371). Prior research had found that games that frequently feature violence tend to be played and enjoyed more by male than by female players (Hartmann et al 2015;Lucas and Sherry 2004;Rehbein et al 2016), thereby suggesting gender is a salient social identity variable in the phenomenon we have studied. Further, in the closest parallel to the current study in the existing literature, Gabbiadini and colleagues (2016) found that playing a violent and sexist game in the lab led to endorsement of "traditional" masculine norms only among males who showed identification with the main character.…”
Section: Discussionmentioning
confidence: 81%
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“…The reinforcing spirals model that examines individual differences in media selection side by side with media influence "draws from social identity theory (Tajfel and Turner, 1986), suggesting that media use in contemporary society is a principal means by which such social and personal identities are maintained" (Slater 2015, p. 371). Prior research had found that games that frequently feature violence tend to be played and enjoyed more by male than by female players (Hartmann et al 2015;Lucas and Sherry 2004;Rehbein et al 2016), thereby suggesting gender is a salient social identity variable in the phenomenon we have studied. Further, in the closest parallel to the current study in the existing literature, Gabbiadini and colleagues (2016) found that playing a violent and sexist game in the lab led to endorsement of "traditional" masculine norms only among males who showed identification with the main character.…”
Section: Discussionmentioning
confidence: 81%
“…Video game industry statistics suggest the gender gap in playing has begun to close (ESA 2017). Yet there is still indication that those who identify as male spend more time playing than those who identify as female do, in both adolescent and adult samples (ESA 2017;Rehbein, Staudt, Hanslmaier and Kleim 2016). There is also evidence that the popularity of particular game genres differs by gender.…”
Section: Media As a Source Of Gender Ideology Constructionmentioning
confidence: 99%
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“…Moreover, recent studies have identified specific gaming genres as important contributors to PGB (Eichenbaum, Kattner, Bradford, Gentile & Green, ; Eichenbaum, Kattner, Bardford et al ., ). It has also been reported that gender (males appear more prone to PGB than females) and game genre preferences may partly explain why some gamers spend large amounts of time on this habit (Rehbein, Staudt, Hanslmaier & Kliem, ). Among all game genres, role‐playing games (Eichenbaum et al ., , ; Elliott, Golub, Ream & Dunlap, ; Lemmens & Hendriks, ) and first person shooters (FPS) (Elliott et al ., ; Lemmens & Hendriks, ) have been much more strongly linked to PGB than typical casual games, which arguably promote different kinds of gaming behavior involving relatively short playing times and high playing frequencies.…”
Section: Introductionmentioning
confidence: 99%
“…Algunos estudios sugieren que los adultos con baja amabilidad preferirían videojuegos violentos (Chory y Goodboy, 2011;Greitemeyer y Sagioglou, 2017), jugadores extrovertidos preferirían juegos de acción, y jugadores con alta apertura a la experiencia optarían por juegos de rol (RPG) (Braun y cols., 2016). También se ha sugerido que algunos géneros pueden ser potencialmente más adictivos que otros (Rehbein, Staudt, Hanslmaier, y Kliem, 2016). En particular, se ha demostrado que la preferencia por juegos de RPG, shooter y simulación contribuyen a más tiempo de juego (Rehbein y cols., 2016), y que los juegos RPG, especialmente los MMORPG (Massively Multiplayer Online Role-Playing Games), y shooter, tienden a una mayor asociación con el juego problemático (Lemmens y Hendrix, 2016;Müller y cols., 2015).…”
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