Gisbert-Pérez Júlia, Martí-Vilar Manuel, Merino-Soto Cesar, Chans Guillermo M, Badenes-Ribera Laura
Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.
Tecnológico de Monterrey, Institute for the Future of Education, Monterrey, Mexico.
Front Psychol. 2024 Nov 6;15:1412739. doi: 10.3389/fpsyg.2024.1412739. eCollection 2024.
Research on gaming and gaming habits has predominantly focused on younger populations, particularly males. The main objective of this study was to analyze gender-based differences in gamer profiles, considering variables related to gaming habits and the gaming community.
A total of 180 Spanish university students currently engaged in video gaming ( = 21.51 years, = 3.09, 57.4% male) participated in the study by completing an online questionnaire addressing gaming characteristics such as the age of onset, gaming hours, motives of gaming, and perceived toxicity in the video gaming community.
The results revealed statistically significant gender differences in the age of gaming initiation, weekly gaming hours, community toxicity, and several gaming motivations, including customization, cognitive challenge, violent gratification, and social interaction. Linear discriminant analysis identified that higher scores in the age of initiation and customization, along with lower scores in violent gratification and community toxicity, formed the combination of predictor variables that most strongly distinguished between genders.
Understanding these gender differences is essential for capturing current gaming trends and addressing the needs of diverse gamers. Finally, the potential clinical implications of these findings are discussed.
关于游戏及游戏习惯的研究主要集中在较年轻的人群,尤其是男性。本研究的主要目的是分析游戏玩家概况中基于性别的差异,同时考虑与游戏习惯及游戏社区相关的变量。
共有180名目前正在进行电子游戏的西班牙大学生(平均年龄=21.51岁,标准差=3.09,57.4%为男性)参与了本研究,他们通过完成一份在线问卷来描述游戏特征,如开始玩游戏的年龄、游戏时长、游戏动机以及对电子游戏社区中不良现象的认知。
结果显示,在开始玩游戏的年龄、每周游戏时长、社区不良现象以及几种游戏动机(包括自定义、认知挑战、暴力满足感和社交互动)方面,存在统计学上显著的性别差异。线性判别分析表明,开始玩游戏的年龄和自定义方面得分较高,同时暴力满足感和社区不良现象得分较低,构成了最能区分性别的预测变量组合。
了解这些性别差异对于把握当前游戏趋势和满足不同游戏玩家的需求至关重要。最后,讨论了这些发现潜在的临床意义。