Literature DB >> 17305460

Appeal of playing online First Person Shooter Games.

Jeroen Jansz1, Martin Tanis.   

Abstract

First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.

Entities:  

Mesh:

Year:  2007        PMID: 17305460     DOI: 10.1089/cpb.2006.9981

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  8 in total

1.  Communication, opponents, and clan performance in online games: a social network approach.

Authors:  Hong Joo Lee; Jaewon Choi; Jong Woo Kim; Sung Joo Park; Peter Gloor
Journal:  Cyberpsychol Behav Soc Netw       Date:  2013-06-07

2.  Reference frames in spatial updating when body-based cues are absent.

Authors:  Qiliang He; Timothy P McNamara; Jonathan W Kelly
Journal:  Mem Cognit       Date:  2018-01

3.  Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.

Authors:  Dustin J Souders; Walter R Boot; Neil Charness; Jerad H Moxley
Journal:  Games Cult       Date:  2016-01-01

4.  The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

Authors:  Luther Elliott; Geoffrey Ream; Elizabeth McGinsky; Eloise Dunlap
Journal:  Int J Ment Health Addict       Date:  2012-08-07       Impact factor: 3.836

5.  Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing.

Authors:  Jeong Ha Park; Doug Hyun Han; Bung-Nyun Kim; Jae Hoon Cheong; Young-Sik Lee
Journal:  Psychiatry Investig       Date:  2016-05-18       Impact factor: 2.505

6.  Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study.

Authors:  Carmen Zahn; David Leisner; Mario Niederhauser; Anna-Lena Roos; Tabea Iseli; Marco Soldati
Journal:  JMIR Form Res       Date:  2022-02-16

7.  Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use.

Authors:  Nancy Yang; Pete L Hurd; Bernard J Crespi
Journal:  Front Psychol       Date:  2022-02-23

8.  Why and How Did Narrative Fictions Evolve? Fictions as Entertainment Technologies.

Authors:  Edgar Dubourg; Nicolas Baumard
Journal:  Front Psychol       Date:  2022-03-01
  8 in total

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