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- aggregation date "2010".
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- aggregation language "eng".
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- aggregation subject "Social Sciences".
- aggregation title "Why Girls Play Video Games: a Gender-Comparative Study into the Motivations for and Attitudes towards Playing Video Games".
- aggregation abstract "Since the early 1990s there is a growing interest in research mapping the motivations for playing video games. Several studies have looked into why people visit Multi-User Dungeons (Bartle, 1996; Utz, 2000) or play Massively Multiplayer Online Games (Yee, 2006a, 2006b) and First Person Shooters (Jansz & Tanis, 2007). A few studies have looked across genres and have taken steps towards matching motivations and genres (Sherry, Lucas, Greenberg, & Lachlan, 2006; Van Looy, Schuurman, De Moor, De Marez, & Courtois, 2010). Until now, however, despite the strong gender bias of the game industry, none of these studies have explicitly looked into the effects of gender on gamers’ motivations for playing video games and choosing certain game genres. This paper attempts to fill this gap by concentrating on gender differences regarding intrinsic game motivations and how these relate to the frequency of playing different game genres. In this paper, we draw upon a sample of 983 Flemish gamers, recruited on a broad range of online (game) forums to fill out an online survey. On average, the respondents were 23.94 years old (SD = 6.43), 37% being female. By means of a principal component analysis (PCA) on 23 Likert items, we distinguish between five intrinsic game motivation components: immersion, social contact, challenge, competition and control. Further analysis reveals that women have consistently lower motivation scores than men, with a Cohen's d ranging from -.40 for competition to -.99 for social contact. This could indicate that women are generally less strongly motivated to play video games. The picture becomes more complex, however, when we look at playing frequency and differences between game genres. Again using linear PCA, frequency measures of playing 22 different kinds of games are reduced to five general components: casual gaming (e.g. puzzle games, board games), heavy action gaming (e.g. shooters, role-playing games), light action gaming (e.g. platform games, party games), management games (e.g. strategy games, simulation games) and sports games (e.g. Football and racing games). Except for light action, gender effects are found for all game genre components. This shows that female gamers play casual games more often (d = .66), while male gamers spend more time on heavy action, sports and management games (d ranging from -.42 to -1.18). Next, stepwise regression is used to regress the gaming frequency components on gender and age (block 1), gender*age (block 2), intrinsic game motivations (block 3) and intrinsic game motivations*gender (block 4). Besides gender (positive effect for females), challenge and immersion are significant positive predictors of casual gaming frequency. However, an interaction effect of immersion is found with gender, indicating that immersion is a stronger predictor for females (overall R2 = .15). For heavy action gaming, besides gender (positive effect for males), positive predictions of gaming frequency are found for challenge, social contact and immersion. Again, interaction effects are found as women share stronger effects of these intrinsic motivations (overall R2 = .43). Concerning light action gaming, a positive prediction is found for females, social contact, and immersion. Moreover, immersion interacts with gender, again pointing to a stronger effect of this motivation for females (overall R2 = .08). For management games, apart from gender (positive effect for males), significant positive predictions of gaming frequency are found for social contact and competition. Furthermore, challenge and immersion interact with gender, marking an effect of these motivations for females but not for males (overall R2 = .12). Finally, no effect of gender is found on the frequency of playing sports games whereas all five intrinsic motivations offer significant predictions. Except for competition, these predictions all appear positive. Again, an interaction of gender with immersion is found, indicating a stronger effect for females (overall R2 = .23). In brief, these results indicate that gender as well as a variety of intrinsic game motivations allow for the prediction of gaming frequencies. Remarkable, however, is that the interactions between gender and motivations consistently show stronger effects for females (e.g. gender*immersion). This indicates that women who game more frequently are more strongly drawn towards video games by their intrinsic properties than men. A possible explanation for this phenomenon can be found in the existing stereotype that video games are ‘boys’ toys’. Consequently, we hypothesize that females are confronted with a higher threshold to engage in video gaming. In other words, their motivation for playing video games needs to be stronger than their belief that gaming is for men, hence the relatively higher motivational scores for high-frequency female gamers. Next, we look into inter- and intra-gender differences in attitudes towards gaming which confirm this. The table below reports consistent differences between low-frequency gamers, who game less than once a week, and high-frequency gamers, who game at least once a week. Low-frequency gamers generally have less favourable attitudes towards gaming than high-frequency gamers. When looking at gender, however, we notice that these differences are consistently larger for women than for men. Moreover, low-frequency female gamers have stronger perceptions of gamers being nerds, gaming being a pastime for boys and boys being better gamers. Furthermore, their opinion does not differ on boys being better gamers and they even agree more strongly with the claim that gaming is a pastime for boys than their low-frequency male gamer counterparts. This suggests that low-frequency female gamers tend to support the current stereotype. High-frequency female gamers, however, resist this belief by disagreeing with gaming being a pastime for boys and boys being better at it. Moreover, they differ less than low-frequency female gamers from their male counterparts regarding the perception of themselves as gamers and gaming as an equally valuable pastime. This indicates that high-frequency female gamers have a relatively more outspoken positive attitude towards gaming than males which corroborates our hypothesis that female gamers face a higher threshold to becoming a gamer than men which in turn explains the stronger interaction effect of gender on the motivational dimensions. Intra-gender differences (Cohen's d) Inter-gender differences (Cohen's d) Likert Statements: Low f girls versus high f girls Low f boys versus high f boys Low f girls versus low f boys High f girls versus high f boys I see myself as a gamer -1.71 *** -1.44 *** -1.03 *** -.62 *** Gaming is equal to any other form of pastime -.75 *** -.64 *** -.58 *** -.46 *** All gamers are nerds .72 *** .45 *** n.s. n.s. Gaming is a pastime for boys .82 *** n.s. .31 * -.39 *** Boys are better at gaming than girls .71 *** n.s. n.s. -.37 *** *p < .05, ***p < .001 References Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. CyberPsychology & Behavior, 10(1), 133-136. Sherry, J., Lucas, K., Greenberg, B., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. Playing video games. Motives, responses, and consequences, 213-224. Utz, S. (2000). Social information processing in MUDs: The development of friendships in virtual worlds. Journal of Online Behavior, 1(1), 2002-2002. Van Looy, J., Schuurman, D., De Moor, K., De Marez, L., & Courtois, C. (2010). Freewheelers, solo- en social competers: een driewegsclassificatie van heavy gamers op basis van een vijfdimensionele gameflow-schaal. Paper presented at the Etmaal van de Communicatiewetenschap. Yee, N. (2006a). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775. Yee, N. (2006b). The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. Avatars at work and play: Collaboration and interaction in shared virtual environments, 187–208.".
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