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Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Online Gaming: Demographics, Motivations, and Information Processing

Online Gaming: Demographics, Motivations, and Information Processing
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Author(s): Vincent Cicchirillo (University of Texas at Austin, USA)
Copyright: 2011
Pages: 24
Source title: Handbook of Research on Digital Media and Advertising: User Generated Content Consumption
Source Author(s)/Editor(s): Neal M. Burns (University of Texas, Austin, USA), Terry Daugherty (The University of Akron, USA)and Matthew S. Eastin (University of Texas at Austin, USA)
DOI: 10.4018/978-1-60566-792-8.ch023

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Abstract

Online gaming has become a major part of our culture. In order to understand this new media in our society we must examine the motivations for playing these types of games and how that impacts individuals processing of information. This book chapter sets out to examine those motivations and how motivational processing influences in-game content during game play. More importantly how individuals recognize, process, and evaluate information relative to their motivations for playing an online game. Furthermore, this chapter not only explores the product-related segmentation variables, but also demographic segmentation variables. Thus, taken together variables such as motivations, demographics, and game features allows us to paint a clearer picture of the: who, how, and why of online gaming.

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