The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 2: A Quantitative Examination of the Casual Player in the Context of Age and Gender
Abstract
The second of two chapters, a study is presented that quantitatively examined the adolescent and young adult casual video game player from the perspective of age and gender. A total of 1,950 South Korean students self-reported their game play on mobile phones by answering a 92-item questionnaire designed to capture data on technology ownership; preference for game genre and titles; where and how often games were played; what factors influence the selection of games to play, what game features were the most desirable, the rationale behind playing games, and psychophysical changes experienced as a result of playing; as well as, spending habits with regard to game purchases. The findings supported many of the age and gender suppositions made about the casual player. For example, females played mobile games as much as males, and play time was limited to 30 minute increments almost equally among age groups and gender. New discoveries were also found to include positive benefits stemming from mobile games, such as improved mood and feelings of well-being along with better mental attention and focus.
Related Content
Ricardo Alexandre Peixoto de Queiros, Mário Pinto, Alberto Simões, Carlos Filipe Portela.
© 2023.
13 pages.
|
Preety Khatri.
© 2023.
17 pages.
|
Mehmet Kosa, Ahmet Uysal, P. Erhan Eren.
© 2023.
31 pages.
|
Kaila Goode, Sheri Vasinda.
© 2023.
22 pages.
|
Helena Martins, Artemisa Dores.
© 2023.
21 pages.
|
Ali Ben Yahia, Sihem Ben Saad, Fatma Choura Abida.
© 2023.
15 pages.
|
Baris Atiker.
© 2023.
23 pages.
|
|
|