"A Cross-Genre Study of Online Gaming" offered for open access for the month of February

The Truth About Video Games

By IGI Global on Feb 1, 2015
The Truth About Video Games Since the 90s, certain acts of violence have been highly publicized because the perpetrators had a history of playing video games containing violent elements. Some research has found that violent video game use correlates with a temporary increase in aggression and a decrease in prosocial behavior (caring about the welfare and rights of others), but these results have not been consistent. (Anderson and Bushman, Psychological Science 2001 12(5).) Results of investigations into links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues have been long debated, but interestingly enough, when looking at actual statistics researchers are missing much of the gaming community by evaluating only certain types of gamers.

Newer games have allowed a greater number of players to connect and play with one another (Griffiths, Davies, & Chappell, 2003), also resulting in a number of different video game genres that have the capacity to be played online. One of the most popular genres is the playing of Massively Multi-player Online Role Playing Games (MMORPGs) such as World of Warcraft. MMORPGs are sophistically-developed, large, virtual environments where millions of users interact with each other through avatars that they create within the game on a daily basis (Cole & Griffiths, 2007).

One key limitation with contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (MMORPGs). Three relatively little-studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG), and Real Time Strategy (RTS) Games. The IGI Global article, “A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players,” examines player behavior and characteristics in these three relatively under-researched online gaming genres. Written by Sussex University scholar Davinder Ghuman and Nottingham Trent University Professor Mark Griffiths, the study examines the differences between the three different game genres in terms of: (i) the demographic profile of players, (ii) the social interactions of players including the number and quality of friends, and how gaming related to real life friendship, and (iii) motivations to play specific game genres. The sample comprised 353 self-selected players.

This study is featured in the International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), a timely publication that offers a forum for academic exchange of new ideas and research findings related to psychological aspects and serves as a vehicle for promoting techniques and methodologies derived from rigorous research and practices that use psychological and cognitive principles to design and develop cyber learning. Focusing on cyber behavior, psychology, and learning, IJCBPL encourages the exploration of emerging areas in cyber learning such as online social communication, individual differences, cognitive and metacognitive learning, etc. to generate deep understanding about the behavior, information processing, and psychological orientations of online learners.

Access the article “A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players” here.

This article is one of the thousands available on IGI Global's InfoSci®-OnDemand, which allows full-text searching through IGI Global's entire collection of research articles, book chapters, and teaching cases. IGI Global is now offering FREE lifetime e-access with all print Journal subscriptions. Purchases must be made directly through the IGI Global Online Bookstore or through a distributor. Also purchase any print or electronic publication directly through the IGI Global Online Bookstore and receive a 20% discount* applied directly to your shopping cart. Offer also includes individual book chapters, journal articles, and teaching cases purchased through InfoSci®-OnDemand. 20% discount offer cannot be combined with any other offer. Contact cust@igi-global.com for additional information.



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