Anna-Stiina Wallinheimo, Anesa Hosein, David Barrie, A. Chernyavskiy, Irina Agafonova, Peter Williams
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引用次数: 1
Abstract
Background Online gaming motivations are differently associated with career interests. However, very little is known about online gaming behaviour based on the actual games played and how career interests are reflected in what people play. Hence, we investigated the actual gaming behaviour of individuals from an extensive secondary data set to further support gamers’ future career planning and professional training. Methods The study comprised 16,033 participants playing a different number of games on Steam. Our study was based on the 800 most played games only and included participants where we had access to gender and job details. We employed a secondary data analysis approach by using an existing data set (O’Neill et al., 2016), looking into the actual gaming behaviour of Steam users and additional administrative data (i.e., job details and gender) provided by Game Academy Limited. We used logistic regression on the participants’ top ten games, allowing us to investigate any possible associations between different professions, gender, and the games played. Results We found that IT professionals and engineers played puzzle-platform games, allowing for enhanced spatial skills. Managers showed an interest in action roleplay games where organisational and planning skills can be improved. Finally, engineers were associated with strategy games that required problem-solving and spatial skills. There were apparent gender differences too: females preferred playing single-player games, whereas males played shooting games. Conclusion Our study found that online gaming behaviour varied between different job categories, allowing the participants to gain different soft skills. The soft skills gained could assist gamers with training that leads to a particular career path. The reasons for these findings and suggestions for future research will be discussed.
背景网络游戏动机与职业兴趣有不同的关联。然而,人们对基于实际游戏的网络游戏行为以及职业兴趣如何反映在人们的游戏中知之甚少。因此,我们从大量的二次数据集中调查了个人的实际游戏行为,以进一步支持玩家未来的职业规划和专业培训。方法该研究包括16033名参与者,他们在Steam上玩不同数量的游戏。我们的研究仅基于800个玩得最多的游戏,包括我们可以了解性别和工作细节的参与者。我们使用现有数据集(O'Neill et al.,2016),调查Steam用户的实际游戏行为和Game Academy Limited提供的额外管理数据(即工作细节和性别),采用了二次数据分析方法。我们对参与者的前十个游戏进行了逻辑回归,使我们能够调查不同职业、性别和游戏之间的任何可能关联。结果我们发现,IT专业人员和工程师玩益智平台游戏,可以增强空间技能。经理们对动作角色扮演游戏表现出了兴趣,在这种游戏中,组织和规划技能可以得到提高。最后,工程师们与需要解决问题和空间技能的策略游戏联系在一起。也存在明显的性别差异:女性更喜欢玩单人游戏,而男性则玩射击游戏。结论我们的研究发现,网络游戏行为在不同的工作类别之间存在差异,使参与者获得不同的软技能。所获得的软技能可以帮助玩家进行训练,从而获得特定的职业道路。我们将讨论这些发现的原因以及对未来研究的建议。
期刊介绍:
Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.