Talk given at the BOBCATSSS 2015 conference - http://www.bobcatsss2015.com/.
So you like video-games, but what sort of person are you really? Check out some personality traits of both serious and casual gamer, which stereotypes are founded and which are completely wrong and find out how much of a game life itself is. Or at least, how much perceived it is.
Barangay Council for the Protection of Children (BCPC) Orientation.pptx
Josip Ciric, Domagoj Volarevic, Lucija Mrkela: The First Life - Some Aspects on Gamification in the Real World #bcs2015
1. THE FIRST LIFE
SOME ASPECTS ON GAMIFICATION
IN THE REAL WORLD
Josip Ćirić,
Lucija Mrkela, Domagoj Volarević
University of Zadar
2. Let the gaming begin!
Spacewar
1961 by MIT student
Stever Russell
Pong
released in 1972
Arcade machines
1970s and 1980s
Consoles
PC
3. Gamer culture
Interdisciplinary
approach
Information science
Psychology
Sociology
Second life – virtual
First life –
personality traits
4.
5. Gaming(girl) stereotypes
Sheldon: Well, I've
just never played
Dungeons &
Dragons with girls
before.
Penny: Don’t worry
honey, nobody has.
7. Research goals
1. To find out characteristics of gamer
population in highschool and college
students sample.
2. Determine influence of personality traits
from Hexaco model on gaming
behavior.
3. Examine attitudes on gamification,
gaming in general and on some ethical
issues.
4. Determine if gamers are different on
some researched aspects (personality,
attitudes).
8. Methodology
First part of a larger
study
Test battery
Demographics
151 Likert-type item
Sample
Highschool & LIS
students
N=118 (172)
Online survey
Rotation
Hexaco (Ashton &
Lee)
Problem video game
playing (Salguero &
Moran)
Gaming benefits
Stereotypes
Antropology
Ethical issues
Gamification
9. Results – general sample
Age
15-48 years
Mode1=17,
Mode2=22
Gender
78m, 94f
χ2=1,488 df=1
p>,05
Monthly budget:
<500€ 77%
Spend on fun: <33€ 61%
Fun activites (pick3)
Going out 70%
Drinking 63%
Video games 49%
WatchingTV 47%
Reading 30%
Music concerts 24%
10. Results – gamers vs. non-gamers
63% males vs. 37% females; χ2=4,129 df=1
p<,05
monthly budget χ2=2,860 df=3 p>,05
how do they spend it χ2=2,017 df=3 p>,05
living conditions: 35% G lives in rented flat
opposed to 12% NG χ2=11,971 df=1 p<,05
relationship 42% vs. 45%; χ2=1,039 df=1 p>,05
owning a pet 52% vs. 48%; χ2=1,258 df=1 p>,05
11. Gaming benefits & problems
B-scale
Mg=55 sdg=16,586 vs.
Mng=41 sdng=17,740;
ρ=,407 p<,05;
F=19,653 df=1 p<,05
PVP scale (problem
video game playing)
Mg=37 sdg=3,804 vs.
Mng=35 sdng=3,921;
ρ=,295 p<,05;
F=10,869 df=1 p<,05
higher the benefits
of the game, higher
the problems
rg=,723 rng=,863
12. Gamification
gamers showing to
be more informed
on the topic
Mg=37 sdg=3,804
vs. Mng=35
sdng=3,921; ρ=,311
p<,05; F=10,115
df=1 p<,05
13. Ethical issues
“Some computer
games should be
banned due to
excessive violence.”
Mg=2,172
sdg=1,201 vs.
Mng=3,217
sdng=1,228; ρ=-
,394; F=19,036
df=1 p<,05
14. “I think I could
sometimes confuse
between game
violence and real-
life violence.”
Mg=1,534
sdg=0,863 vs. Mng=
2,022 sdng=1,097;
ρ=-,250; F=6,381
df=1 p<,05
“Just like TV, video
games encourage
violence.”
(Mg=2,121
sdg=0,993 vs.
Mng=3,022
sdng=1,270; ρ=-
,357; F=16,361
df=1 p<,05
15. Anthropology / philosophy
attitudes
participants hold
on such theories
not validity of
arguments
psychological
perspective
problems with
gaming and
O; rH=,45 df=114
p<,05; rC=,38
df=114 p<,05
gaming benefits
B; rH=,45 df=114
p<,05; rC=,34
df=114 p<,05