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Online Gaming Communities in
Croatia
First author: Tea Šango (tsango@student.unizd.hr )
Second author: Tomislav Rajković (trajkovic@student.unizd.hr )
Mentors: Drahomira Cupar(dgavrano@unizd.hr ) and Josip Čirić(jciric@unizd.hr)
University of Zadar, Croatia
Department of information science
Introduction
• Phenomena of video-games.
• No strict definition of gamers.
• Several approaches.
• Attitudes, behavior of gamers in Croatia.
• Gaming communities.
• Connections.
• How do they perceive each other.
• Characteristics of players.
• Research goals:
– To see the demographic and psychosocial characteristics of
gamers.
– How do they perceive players who play on other game
consoles.
– How do they perceive other players of their favourite
games.
– To see their attitudes towards gaming in general.
– To check if there is any regularity considering personality
traits.
Methodology
Results
• Age: 13-43 (N=166 M=23.90 sd=5.54 Shapiro-
Wilkis=.946 p<.01)
• Males – 76,3% ; Females – 20,4% ; LGBTQ - 2,9%.
• Median – 23 years ; Mode – 22 years.
• Major grups
• Pupil/students – 45.7%
• Employed – 36.7%
• Monthly budget
• -35€ - 46.5%
• 100€ - 17.0%
• 500€ - 63.7%
• +1000€ – 11.1%
• Entertainment
• Computer games – 85.9%
• Gathering with friends – 65.2%
• Watching TV – 45.1%
• Partners – 34.8%
• Breaking the stereotyse
• Having a partner – 44%
• Hanging out with their partner – 34.8%
• Having a pet – 49.5%
• Living situation
• Own apartment – 64.7%
• With parents – 48.1%
• With partner – 20.3%
• Most common real life social networks – 5 to
10 people.
• Most common platform - PC (desktop) 75.7%
• Favorite feature
• Gameplay and multiplayer
• Least favorite feature
• Community, graphics, brief gameplay
• E-sport - 50%
• Getting their fix
• Buying on-line - 70.5%
• Piracy - 56.7%
• Bargain sales – 46.0%
Games
Confronting stereotypes
• Disagreement
• „Typical gamer has no life beyond video games” -
86.2%
• „Female gamers are marketing gimmick” – 60.2%
• „Female gamers play video games casually” – 55.3%
• „Cosplayers are weird” – 48.9%
• „Female characters are over-sexualized” – 34.6%
• „Female gamers are as successful as male gamers” –
13.1%
Hexaco
• Honesty-humility correlated with writting
game instructions.
• Extraversion correlated with meeting other
gamers in real life.
• Openness to experience related to cRPG
• Honesty-humility negatively related with FPS
and action games.
• Our participants are rather tolerant group of
young people.
References
• Arena, D. (2015). Video Games as Tillers of Soil. Theory into Practice 54; 94-100.
• Ashton, M. C. & Lee, K. (2009). The HEXACO-60: A short measure if the major dimensions of
Personality. Journal of Personality Assessment, 91, 340-345.
• Crawford, G. (2011). Video Gamers. London & New York: Routledge.
• Čirić, J., Volarević, D., & Mrkela, L. (2015). The first life: Some aspects of gamification in the real
world. Bobcatsss 2015 Proceedings and Abstracts, 92-96.
• Griffiths, Mark D., Davies, Mark N. O., & Chappell, Darren. (2003). Breaking the Stereotype: The
Case of Online Gaming. Cyberpsychology & Behavior 6(1), 81–91.
• Krolo, K., Zdravković, Ž., & Puzek, I. (2016). Tipologija gamera i gamerica u Hrvatskoj: Neke
sociokulturne karakteristike [Gamer typology in Croatia: Some sociocultural characteristics].
Medijske studije, 7(13), 25–42. doi:10.20901/ms
• Paul, J. (2016, May 16). By the numbers: Most popular online games right now. Retrieved
September 21, 2016, from Now Loading, https://nowloading.co/posts/3916216
• Salguero, R. A. T. & Morán, R. M. B. (2002). Measuring problem video game playing in
adolescents. Addiction. 97, 1601-1606.
• Seay, A. F. (2004). Project Massive: A Study of Online Gaming Communities. In Proceedings of
CHI 2004, April 24 – 29, Vienna (pp. 1421-1424).
• Statista. (2016). Most played PC games. Retrieved September 21, 2016, from Statista,
https://www.statista.com/statistics/251222/most-played-pc-games/
Thank you for your attention!!!
Any questions?

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  • 1. Online Gaming Communities in Croatia First author: Tea Šango (tsango@student.unizd.hr ) Second author: Tomislav Rajković (trajkovic@student.unizd.hr ) Mentors: Drahomira Cupar(dgavrano@unizd.hr ) and Josip Čirić(jciric@unizd.hr) University of Zadar, Croatia Department of information science
  • 2. Introduction • Phenomena of video-games. • No strict definition of gamers. • Several approaches. • Attitudes, behavior of gamers in Croatia. • Gaming communities. • Connections. • How do they perceive each other. • Characteristics of players.
  • 3. • Research goals: – To see the demographic and psychosocial characteristics of gamers. – How do they perceive players who play on other game consoles. – How do they perceive other players of their favourite games. – To see their attitudes towards gaming in general. – To check if there is any regularity considering personality traits.
  • 5. Results • Age: 13-43 (N=166 M=23.90 sd=5.54 Shapiro- Wilkis=.946 p<.01) • Males – 76,3% ; Females – 20,4% ; LGBTQ - 2,9%. • Median – 23 years ; Mode – 22 years. • Major grups • Pupil/students – 45.7% • Employed – 36.7% • Monthly budget • -35€ - 46.5% • 100€ - 17.0% • 500€ - 63.7% • +1000€ – 11.1%
  • 6. • Entertainment • Computer games – 85.9% • Gathering with friends – 65.2% • Watching TV – 45.1% • Partners – 34.8% • Breaking the stereotyse • Having a partner – 44% • Hanging out with their partner – 34.8% • Having a pet – 49.5%
  • 7. • Living situation • Own apartment – 64.7% • With parents – 48.1% • With partner – 20.3% • Most common real life social networks – 5 to 10 people. • Most common platform - PC (desktop) 75.7%
  • 8. • Favorite feature • Gameplay and multiplayer • Least favorite feature • Community, graphics, brief gameplay • E-sport - 50% • Getting their fix • Buying on-line - 70.5% • Piracy - 56.7% • Bargain sales – 46.0%
  • 10. Confronting stereotypes • Disagreement • „Typical gamer has no life beyond video games” - 86.2% • „Female gamers are marketing gimmick” – 60.2% • „Female gamers play video games casually” – 55.3% • „Cosplayers are weird” – 48.9% • „Female characters are over-sexualized” – 34.6% • „Female gamers are as successful as male gamers” – 13.1%
  • 11. Hexaco • Honesty-humility correlated with writting game instructions. • Extraversion correlated with meeting other gamers in real life. • Openness to experience related to cRPG • Honesty-humility negatively related with FPS and action games.
  • 12. • Our participants are rather tolerant group of young people.
  • 13. References • Arena, D. (2015). Video Games as Tillers of Soil. Theory into Practice 54; 94-100. • Ashton, M. C. & Lee, K. (2009). The HEXACO-60: A short measure if the major dimensions of Personality. Journal of Personality Assessment, 91, 340-345. • Crawford, G. (2011). Video Gamers. London & New York: Routledge. • Čirić, J., Volarević, D., & Mrkela, L. (2015). The first life: Some aspects of gamification in the real world. Bobcatsss 2015 Proceedings and Abstracts, 92-96. • Griffiths, Mark D., Davies, Mark N. O., & Chappell, Darren. (2003). Breaking the Stereotype: The Case of Online Gaming. Cyberpsychology & Behavior 6(1), 81–91. • Krolo, K., Zdravković, Ž., & Puzek, I. (2016). Tipologija gamera i gamerica u Hrvatskoj: Neke sociokulturne karakteristike [Gamer typology in Croatia: Some sociocultural characteristics]. Medijske studije, 7(13), 25–42. doi:10.20901/ms • Paul, J. (2016, May 16). By the numbers: Most popular online games right now. Retrieved September 21, 2016, from Now Loading, https://nowloading.co/posts/3916216 • Salguero, R. A. T. & Morán, R. M. B. (2002). Measuring problem video game playing in adolescents. Addiction. 97, 1601-1606. • Seay, A. F. (2004). Project Massive: A Study of Online Gaming Communities. In Proceedings of CHI 2004, April 24 – 29, Vienna (pp. 1421-1424). • Statista. (2016). Most played PC games. Retrieved September 21, 2016, from Statista, https://www.statista.com/statistics/251222/most-played-pc-games/
  • 14. Thank you for your attention!!! Any questions?