Barriers to playing digital games: Why do some people choose not to play digital games?

IF 7.6 2区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE
Seungyeon Ha, Seongcheol Kim
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引用次数: 0

Abstract

While the global gaming industry has become a significant economic force, surpassing the film and music industries in market size, it has not achieved the same level of universality as its entertainment counterparts. Previous literature has mainly focused on gaming motivation, addiction, and regulation, ignoring non-game players and their barriers. Therefore, this study explores why people are hesitant to play digital games and investigates the factors that contribute to this resistance. The current study incorporates Crawford and Godbey’s (1987) leisure barriers into Innovation Resistance Theory. Of the seven barriers identified, this study categorizes four as intrapersonal, two as interpersonal, and one as a structural barrier. Further, it explores the differences between non-game players by categorizing them into those without any digital gaming experience (NG-N) and those with previous digital gaming experience (NG-F). The findings of this study suggest that perceived incompetence and negative social perception are the main barriers to playing digital games. As for the group analysis, there is a statistically significant difference between NG-N and NG-F players. These results provide valuable insights for both gaming industry, and regulatory bodies to create a better environment for the gaming ecosystem and expand its potential user base.

玩数字游戏的障碍:为什么有些人选择不玩数字游戏?
虽然全球游戏产业已成为一股重要的经济力量,其市场规模已超过电影和音乐产业,但其普及程度却不如娱乐产业。以往的文献主要集中在游戏动机、上瘾和监管方面,忽略了非游戏玩家及其障碍。因此,本研究探讨了人们为何对玩数字游戏犹豫不决,并调查了造成这种抵触情绪的因素。本研究将 Crawford 和 Godbey(1987 年)的休闲障碍纳入创新阻力理论。在确定的七种障碍中,本研究将四种归为个人内部障碍,两种归为人际障碍,一种归为结构障碍。此外,研究还探讨了非游戏玩家之间的差异,将他们分为没有任何数字游戏经验的玩家(NG-N)和有过数字游戏经验的玩家(NG-F)。研究结果表明,"无能感 "和 "负面社会认知 "是玩数字游戏的主要障碍。在分组分析中,NG-N 和 NG-F 玩家之间存在显著的统计学差异。这些结果为游戏产业和监管机构提供了有价值的见解,从而为游戏生态系统创造更好的环境,扩大其潜在用户群。
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来源期刊
Telematics and Informatics
Telematics and Informatics INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
17.00
自引率
4.70%
发文量
104
审稿时长
24 days
期刊介绍: Telematics and Informatics is an interdisciplinary journal that publishes cutting-edge theoretical and methodological research exploring the social, economic, geographic, political, and cultural impacts of digital technologies. It covers various application areas, such as smart cities, sensors, information fusion, digital society, IoT, cyber-physical technologies, privacy, knowledge management, distributed work, emergency response, mobile communications, health informatics, social media's psychosocial effects, ICT for sustainable development, blockchain, e-commerce, and e-government.
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