Game Player Types and its Influence on Game Dependency

Q3 Arts and Humanities International Journal of Film and Media Arts Pub Date : 2023-06-15 DOI:10.24140/ijfma.v8.n1.05
Hee Jhee Jiow, Xing Yong Poh, Pauline Phoon, Nicholas Gabriel Lim
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Abstract

This study investigates the relationship between video game dependency and player type typology. As video gaming grows to become an integral part of the lives of many youths, concerns about the consequences of excessive gaming have arisen too. These concerns appear to be grounded as video games have been reported to damage family, school, social and psychological functioning – collectively describing the effects of game dependency (akin to pathological gaming measures). Moreover, over the years, various gamer typologies have been developed to provide insights into the different behaviours and motivations of gamers. While these typologies were initially developed for game designers to create more appealing games, their applicability has since extended beyond. This study adopts such gamer typologies and establishes a framework of player types (Achiever, Guru, Socializers, Explorers) and investigates its influence on game dependency. Through literature review, this study hypothesised that (H1) Achievers will be positively associated with Game Dependency, and (H2) Socializers and Explorers will be negatively associated with Game Dependency. Secondary school students, aged 13-17, were invited through schools to participate in an online survey. Data was collected with the permission of the respective schools to be used for research purposes. A total of students (n=999) was included in the sample, gathered from three secondary schools in Singapore. Game Dependency measure satisfied the reliability criteria with a Cronbach alpha of 0.94. Correlational analysis and comparison of means were performed on the data collected. Our findings showed statistically significant support for H1 and H2. This study explains that the Socializer player type, who are more people- than game-centric, are more likely to follow their social contacts in a game and expand their social network and resources. And as such, they are more likely to play with their friends and would hence have a lower game dependency. On the other hand, the Explorer player type may spend less time in games due to the limited exploratory possibilities present; they may choose to exhibit these tendencies by viewing videos or talking to other players. These constitute activities outside video gaming that are not captured in the current tool used to capture game dependency. The Explorer player type also does not enjoy challenges within the game and may thus stop playing once games get difficult. Therefore, the Explorer player type requires the least measure of commitment (i.e., time, effort, money), which in turn causes an opposite influence on their game dependence. While the measures used are theoretically derived and consistent with other studies, this study went a step further by quantitatively showing its association between the two variables and discriminating between game dependency groups. This study provides a nuanced understanding of the Uses and Gratifications Theory, demonstrating how different gamer types (akin to gratifications) play the game (akin to game dependency). While nascent, this venture has proven useful for identifying problematic ingame tendencies, thus informing the rehabilitative work among pathological video gamers, which the authors seek to undertake.
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游戏玩家类型及其对游戏依赖的影响
本研究探讨电子游戏依赖与玩家类型类型学之间的关系。随着电子游戏逐渐成为许多年轻人生活中不可或缺的一部分,过度游戏的后果也引起了人们的关注。这些担忧似乎是有根据的,因为据报道,电子游戏损害了家庭、学校、社会和心理功能——统称为游戏依赖的影响(类似于病态游戏测量)。此外,多年来,各种各样的玩家类型被开发出来,以提供对玩家不同行为和动机的见解。虽然这些类型最初是为了让游戏设计师创造出更吸引人的游戏而开发的,但它们的适用性已经扩展到了其他领域。本研究采用了这些玩家类型,并建立了玩家类型框架(成就者、导师、社交者、探索者),并调查了其对游戏依赖的影响。通过文献回顾,本研究假设(H1)成就者与游戏依赖正相关,(H2)社交者和探索者与游戏依赖负相关。13-17岁的中学生通过学校被邀请参加一项在线调查。数据的收集得到了各学院的许可,将用于研究目的。总共有学生(n=999)被纳入样本,他们来自新加坡的三所中学。游戏依赖测量符合信度标准,Cronbach alpha为0.94。对收集的数据进行相关分析和方法比较。我们的研究结果在统计上显著支持H1和H2。这项研究解释说,比起以游戏为中心,socialalizer玩家更倾向于关注他们在游戏中的社交关系,并扩大他们的社交网络和资源。因此,他们更有可能与朋友一起玩游戏,因此对游戏的依赖程度较低。另一方面,探索者玩家在游戏中花费的时间可能较少,因为他们的探索可能性有限;他们可能会选择通过观看视频或与其他玩家交谈来展示这些倾向。这些构成了电子游戏之外的活动,而当前用于捕获游戏依赖性的工具无法捕获这些活动。探索者玩家也不喜欢游戏中的挑战,一旦游戏变得困难,他们就会停止游戏。因此,Explorer玩家类型需要最少的投入(游戏邦注:即时间、努力和金钱),这反过来又会对他们的游戏依赖产生相反的影响。虽然所使用的测量方法在理论上是推导出来的,并且与其他研究一致,但该研究更进一步,定量地显示了这两个变量之间的关联,并区分了游戏依赖群体。这项研究提供了对使用和满足理论的细微理解,展示了不同玩家类型(类似于满足)如何玩游戏(类似于游戏依赖)。虽然还处于萌芽阶段,但这一尝试已被证明有助于识别有问题的游戏倾向,从而为病态电子游戏玩家的康复工作提供信息,这也是作者试图从事的工作。
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来源期刊
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
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