Motivations and Behaviors of Young People in Playing Online Games

Author(s):  
Hanxi He ◽  
Dickson K.W. Chiu ◽  
Kevin K.W. Ho

This article studies the motivations and behaviors of young people for playing online games. In this article, the authors used the quantitative methods research methodology to collect young people' game intention information. A survey was conducted to collect responses related to game behavior questions were completed by 82 college students. The discovery was that to a certain extent, personality traits can predict game behaviors. Individual factor, game feature factor, and social factor can affect players' game motivations. The results of this study are not only offering perspective into players' game motivations and behaviors from a different culture but also providing a good reference for game developers to design their future online game systems and services.

Author(s):  
Hanxi He ◽  
Dickson K.W. Chiu ◽  
Kevin K.W. Ho

This article studies the motivations and behaviors of young people for playing online games. In this article, the authors used the quantitative methods research methodology to collect young people' game intention information. A survey was conducted to collect responses related to game behavior questions were completed by 82 college students. The discovery was that to a certain extent, personality traits can predict game behaviors. Individual factor, game feature factor, and social factor can affect players' game motivations. The results of this study are not only offering perspective into players' game motivations and behaviors from a different culture but also providing a good reference for game developers to design their future online game systems and services.


2018 ◽  
Vol 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


2021 ◽  
Vol 7 (5) ◽  
pp. 3035-3056
Author(s):  
Xiaobo Fang ◽  
Jieyu Song ◽  
Liyan Liu ◽  
Minoo Ghoreishi

Purpose-This study aims to explore the influencing factors of customer participation in co-production and the impact of co-production on consumer product evaluation and behavioral loyalty. Design/methodology/approach – An online survey was used to collect 325 valid questionnaires from consumers who reported participating in online game public testing and played many virtual cigarettes online games with more than 6-months experience. Findings – Consumers who are willing to participate in co-production often share specific characteristics, including a high desire to control, a high motivation to achieve, and professional knowledge. When Consumers concentrate on co-production, they may leave positive product evaluations of virtual cigarettes online games, and increase behaviors that demonstrate loyalty. Practical implications –Virtual cigarettes online game developers can be involved by these results when provide relevant professional information in game public testing, because they suggest that consumers who are willing to participate in co-production often share specific characteristics. Originality/value – From the viewpoints of the consumer link, product link, and situational link, this paper summarized the link variables, and analysed the key factors affecting consumers’ input into co-production.


2014 ◽  
Vol 931-932 ◽  
pp. 1472-1476 ◽  
Author(s):  
Permbun Aimsupasit ◽  
Witcha Feungchan

Nowadays, Online gaming industry has been fast growing in Bangkok especially massively multiplayer online role-playing game (MMORPG). As online games grow in importance as an electronic commerce application, game developers and publishers increasingly believe that understanding factors affecting the quality of MMORPG online games is critical to the success of online game industry. Nevertheless, scant attention is given to the empirical investigation of the influence of online gaming perceived MMORPG quality. As for the study of factors affecting the quality of MMORPG online games in Bangkok, the researchers had set the regulations of quantitative research as a survey research with a questionnaire as the tool for data collection, the study results could be useful for online game industry.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2020 ◽  
Author(s):  
Alanna McCrory

UNSTRUCTURED Users of highly visual social media (HVSM), such as Snapchat and Instagram, share their messages through images, rather than relying on words. A significant proportion of people that use these platforms are adolescents. Previous research reveals mixed evidence regarding the impact of online social technologies on this age group’s mental wellbeing, but it is uncertain whether the psychological effects of visual content alone differ from text-driven social media. This scoping review maps existing literature that has published evidence about highly visual social media, specifically its psychological impact on young people. Nine electronic databases and grey literature from 2010 until March 2019 were reviewed for articles describing any aspect of visual social media, young people and their mental health. The screening process retrieved 239 articles. With the application of eligibility criteria, this figure was reduced to 25 articles for analysis. Results indicate a paucity of data that exclusively examines HVSM. The predominance of literature relies on quantitative methods to achieve its objectives. Many findings are inconsistent and lack the richness that qualitative data may provide to explore the reasons for theses mixed findings.


1984 ◽  
Vol 3 (3) ◽  
pp. 189-210 ◽  
Author(s):  
Dennis C. Turk ◽  
Thomas E. Rudy ◽  
Peter Salovey

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