ISS 210 Society, the Individual, & Video Games (W1)

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Slides-WhoPlays.pdf

ISS210 Society and the Individual: Video Games

Topic #1: The Who of Video Games

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Today’s Questions • Who plays video

games?

• Why do they play? • How do they play? • What changes have

there been across time?

The Who (1964-)

Descriptive Data • 63% of households

have 1 or more “regular gamer”

• Among houses with a gamer, total average is 1.7 gamers/house

• 48% of households have dedicated console

Gamer Age

0

7.5

15

22.5

30

< 18 18-35 36-49 50+

Age Category

% o

f G

am er

s

Gamer Gender

0

15

30

45

60

Male Female

% o

f G

am er

s

Different Approach • “Do you play video games on a

computer, TV, game console, or portable device like a cell phone?”

• Response options: Often, sometimes, hardly ever, never

Pew’s Different Approach

0

9.5

19

28.5

38

Often Sometimes Hardly Ever Never

% o

f R

es po

nd en

ts

Pew’s Different Approach

0

6

12

18

24

Men Women Often Sometimes Often Sometimes

% o

f R

es po

nd en

ts

Another Pew Approach • Some people use the term “gamer”

to describe themselves as a fan of gaming or a frequent game-player. Do you think the term “gamer” describes you well, or not?

• Yes = 20% • No = 77% • Don’t Know = 2%

Another Pew Approach

Moving Towards the Why • Griffiths and Hunt (1995) • First empirical study; UK

adolescents (N = 387)

• 99% had played at some point • Playing frequency: 31% daily, 27%

once a month or less, 19% weekly, 15% 4-5x week

Griffiths and Hunt (1995, 191)

0

20

40

60

80

Pa ren

ts

Fri en

ds

Im pr

es s F

rie nd

s Bo

red

Ch all

en ge Fu

n

Me et

Fri en

ds

Ca nn

ot Sto

p

Starting Continuing

% G

iv in

g R

ea so

n

More Data: Olson (2010)

Gender Differences:

9/17

Available Time: Gender Gap Explanation • Winn and Heeter (2009) • 276 MSU (probably) students • Women have more time constraints than

men

• Less free time is correlated with significantly less gaming

• Bonus (?): No significant relationship between gaming and “being involved in a romantic relationship”

Remember the good old days…

0

2.25

4.5

6.75

9

Middle School High School College

Men Women

A ve

ra ge

H o ur

s Sp

en t

G am

in g

Moving Beyond Gender • Debate about what is going on

“behind the scenes”:

• Self determination theory (SDT) • Social cognition theory (SCT)

Self Determination Theory (SDT) • Przybylski, Rigby, and Ryan (2010) • “Macrotheory of human

motivation that is principally concerned with the potential of social contexts to provide experiences that satisfy universal human needs” (154)

Self Determination Theory (SDT) • Three fundamental human needs:

• Competence • Autonomy • Relatedness

Social Cognition Theory (SCT) • De Grobe, Cauberghe, and

Looy (2016)

• “…people are motivated to perform certain actions by cognitively processing consequences of behavior…action is partly determined by anticipating the consequences of behavior through the capability of forethought.” (102)

Social Cognition Theory (SCT)

Social Cognition Theory (SCT) • Results

• Support for 8 motives • Social = Sociability and Status • Narrative = Believability and

Involvement

• Practical usage: How do motives moderate impact of an individual’s gaming?

Summary • Today: The who and why of video

game playing

• Readings: SDT and SCT (the why!) • Next Time: The legal status of

video games