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Westwood, D; Griffiths, MD (2010)
Publisher: Mary Ann Liebert
Languages: English
Types: Article
Subjects:

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_PERSONALCOMPUTING
Until recently, there has been very little naturalistic study of what gaming experiences are like, and how gaming fits into people’s lives. Using a recently developed structural characteristic taxonomy of video games, this study examined the psycho-structural elements of computer games that motivate gamers to play them. Using Q-Sort methodology, 40 gamers participated in an online Q-sort task. Results identified six distinct types of gamers based on the factors generated: (a) story-driven solo gamers; (b) social gamers; (c) solo limited gamers; (d) hardcore online gamers; (e) solo control=identity gamers; and (f ) casual gamers. These gaming types are discussed, and a brief evaluation of similar and unique elements of the different types of gamer is also offered. The current study shows Q-methodology to be a relevant and applicable method in the psychological research of gaming.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

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    • 2. Kim Y, Ross S. An exploration of motives in sporting video gaming. International Journal of Sports Marketing & Sponsorship 2006. Available online: http:==www.imrpublications .com=JSMS=index.cgi?type¼sumabs&vol¼8&num¼1&pap¼ 3& id¼149 (accessed Oct. 23, 2009).
    • 3. Wood RTA, Griffiths MD, Chappell D, et al. The structural characteristics of video games: A psycho-structural analysis. CyberPsychology & Behavior 2004; 7:1-10.
    • 4. King D, Delfabbro P, Griffiths MD. Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health & Addiction 2009. DOI: 10.1007=s11469-009-9206-4.
    • 5. Cross RM. Exploring attitudes: The case for Q-methodology. Health Education Research Theory & Practice 2005; 20:206- 13.
    • 6. Watts S, Stenner P. Doing Q methodology: Theory, method and interpretation. Qualitative Research in Psychology 2005; 2:67-91.
    • 7. Vorderer P, Hartmann T, Klimmt C. (2003) Explaining the enjoyment of playing video games: The role of competition. In Marinelli P, ed. Proceedings of the Second International Conference on Entertainment Computing (ICEC 2003). Pittsburgh, NY: ACM, pp. 1-8.
    • 8. Sherry J, Lucas K, Greenberg B, et al. (2004) Video game uses and gratifications as predictors of use and game preference. In Vorderer P, Jennings B, eds. Playing video games: Motives responses and consequences. Mahwah, NJ: Lawrence Erlbaum Associates, pp. 213-24.
    • 9. Wood RTA, Griffiths MD, Parke A. Experiences of time loss among videogame players: An empirical study. CyberPsychology & Behavior 2007; 10:45-56.
    • 10. Salen K, Zimmerman E. (2004) Rules of play: Game design fundamentals. Cambridge: MIT Press.
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