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Video gaming culture in Croatia:
sociocultural correlates of gaming preferences
Krešimir Krolo
Ivan Puzek
Željka Zdravković
CEECOM conference – The Digital Media Challenge
Zagreb, 13. 6. 2015.
University of Zadar
Video games  complex
interactive media system
Long history of video games and video gaming
transformation of technological, social and
cultural practices
Different generations of video gamers from
marginal social activity to global-corporate
industrial enterprise
Structural mapping important due to precise
insight into the population and its characteristics
Problem with definition Who are gamers?
(Crawford, 2011; Kirkpatrick, 2004)
Typology in relation to socio-cultural
characteristics (structural) and psycho-social
determinants (poststructural)
Video games as separate (sub)culture or
gamers as an audience/audiences?
Goal  to establish main sociodemographic
characteristics
But necessary to expand on more complex socio-
cultural dimensions such as:
Sociability, value orientations, social capital
These dimensions compared with specific
dimensions of video gaming
Gaming intensity, genre preferences and
platform preferences
Intensity of play: last three months; daily based;
age when they started to play
Genres: FPS, RTS, MOBA, MMORPG, RPG, TBS,
Puzzle, Action-Adventure, Adventure...
Platforms: PC, SONY PLAYSTATION, XBOX,
NINTENDO WII + mobile (handheld) devices.
How was the research conducted?
Online survey (October – December 2014)
Cooperation with the most popular gaming portal in Croatia -
HCL.hr
Distribution through other gaming//computer portals in order to
obtain more divergent sample
(bugonline.hr, gameland.jutarnji.hr, etc.)
Total of 3152 fully completed surveys
Time spent playing
MORE THAN 3 HOURS
- 18 years and less (56,8%)
- Lesser level of cultural
participation
- Equal time for both men and
women
- Larger level of online
participation
4%
11%
21%
21%
17%
12%
14%
30 min. or less
30 min. - 1 hour
1-2 hours
2-3 hours
3-4 hours
4-6 hours
6 hours and more
GAMING INTENSITY
SOCIAL CONTEXT OF VIDEO GAME PLAYING
72%
68%
54%
42%
4%
5%
8%
11%
10%
12%
15%
23%
4%
3%
3%
3%
7%
12%
20%
21%
18 and younger
19 - 25
26 - 34
35+
From 'real life' From foreign countries From the game
From other Cro. regions I play alone
Sociocultural differences according to genre
preferences
•FPS (26%)
•CASUALS (18%)
•RPG (16%)
•ACTION-ADVENTURES (15%)
•MOBA (13%)
•MMORPG (12%)
Differences in video game play -genre preferences
0
20
40
60
80
RPG
AA
CASUALS
MOBA
MMORPG
FPS
every day
more than 3 hours
play with friends
Sociocultural differences - genre preferences
0
2
4
6
8
Total
RPG
AA
CASUALSMOBA
MMORPG
FPS
Selfidentification
Tolerance
Life satisfaction
CONCLUDING REMARKS
Video gamers in Croatia dominantly males with an
average age of 24,4.
But also noticable amount of older players  as recorded
in other surveys
Highly sociable and on average satisfied with their lives
Extremely low level of female gamers (6%)  probably
due to sampling shortcomings (non-probabilistic) but also
a potential indicator of gender inequality within gaming
culture
Younger gamers  higher identification with gaming
culutre; also more oriented towards MOBA and AA
genres
Older gamers more oriented towards RPG and
MMORPG genres
More competitive genres (FPS, AA) attract less tolerant
gamers unlike genres with more narrative complexity
(RPG, MMMORPG)
Video gaming culture in Croatia:
sociocultural correlates of gaming preferences
Krešimir Krolo
Ivan Puzek
Željka Zdravković
CEECOM conference – The Digital Media Challenge
Zagreb, 13. 6. 2015.
University of Zadar

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Ceecom ppt10062015 pret_final

  • 1. Video gaming culture in Croatia: sociocultural correlates of gaming preferences Krešimir Krolo Ivan Puzek Željka Zdravković CEECOM conference – The Digital Media Challenge Zagreb, 13. 6. 2015. University of Zadar
  • 2. Video games  complex interactive media system
  • 3. Long history of video games and video gaming transformation of technological, social and cultural practices Different generations of video gamers from marginal social activity to global-corporate industrial enterprise Structural mapping important due to precise insight into the population and its characteristics
  • 4. Problem with definition Who are gamers? (Crawford, 2011; Kirkpatrick, 2004) Typology in relation to socio-cultural characteristics (structural) and psycho-social determinants (poststructural) Video games as separate (sub)culture or gamers as an audience/audiences?
  • 5. Goal  to establish main sociodemographic characteristics But necessary to expand on more complex socio- cultural dimensions such as: Sociability, value orientations, social capital
  • 6. These dimensions compared with specific dimensions of video gaming Gaming intensity, genre preferences and platform preferences
  • 7. Intensity of play: last three months; daily based; age when they started to play Genres: FPS, RTS, MOBA, MMORPG, RPG, TBS, Puzzle, Action-Adventure, Adventure... Platforms: PC, SONY PLAYSTATION, XBOX, NINTENDO WII + mobile (handheld) devices.
  • 8. How was the research conducted? Online survey (October – December 2014) Cooperation with the most popular gaming portal in Croatia - HCL.hr Distribution through other gaming//computer portals in order to obtain more divergent sample (bugonline.hr, gameland.jutarnji.hr, etc.) Total of 3152 fully completed surveys
  • 9. Time spent playing MORE THAN 3 HOURS - 18 years and less (56,8%) - Lesser level of cultural participation - Equal time for both men and women - Larger level of online participation 4% 11% 21% 21% 17% 12% 14% 30 min. or less 30 min. - 1 hour 1-2 hours 2-3 hours 3-4 hours 4-6 hours 6 hours and more GAMING INTENSITY
  • 10. SOCIAL CONTEXT OF VIDEO GAME PLAYING 72% 68% 54% 42% 4% 5% 8% 11% 10% 12% 15% 23% 4% 3% 3% 3% 7% 12% 20% 21% 18 and younger 19 - 25 26 - 34 35+ From 'real life' From foreign countries From the game From other Cro. regions I play alone
  • 11. Sociocultural differences according to genre preferences •FPS (26%) •CASUALS (18%) •RPG (16%) •ACTION-ADVENTURES (15%) •MOBA (13%) •MMORPG (12%)
  • 12.
  • 13. Differences in video game play -genre preferences 0 20 40 60 80 RPG AA CASUALS MOBA MMORPG FPS every day more than 3 hours play with friends
  • 14. Sociocultural differences - genre preferences 0 2 4 6 8 Total RPG AA CASUALSMOBA MMORPG FPS Selfidentification Tolerance Life satisfaction
  • 16. Video gamers in Croatia dominantly males with an average age of 24,4. But also noticable amount of older players  as recorded in other surveys Highly sociable and on average satisfied with their lives Extremely low level of female gamers (6%)  probably due to sampling shortcomings (non-probabilistic) but also a potential indicator of gender inequality within gaming culture
  • 17. Younger gamers  higher identification with gaming culutre; also more oriented towards MOBA and AA genres Older gamers more oriented towards RPG and MMORPG genres More competitive genres (FPS, AA) attract less tolerant gamers unlike genres with more narrative complexity (RPG, MMMORPG)
  • 18. Video gaming culture in Croatia: sociocultural correlates of gaming preferences Krešimir Krolo Ivan Puzek Željka Zdravković CEECOM conference – The Digital Media Challenge Zagreb, 13. 6. 2015. University of Zadar

Editor's Notes

  1. Najviše igraju na običnim osobnim računalima (64,6%) dok su ostale konzole zastupljene sa 33,4%