更清楚地理解游戏类型和手机游戏玩法

Boaventura DaCosta, Soonhwa Seok
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引用次数: 2

摘要

本章介绍了一项针对1950名韩国学生的手机游戏类型偏好的研究。这些发现有助于我们更清楚地了解手机游戏玩家,揭示手机游戏玩法更像是一种情境活动,而不是一种社交替代,通常是在中断或空闲时间玩,持续时间很短。动作、街机、运动、冒险、解谜、棋盘、模拟和策略游戏是最受欢迎的游戏类型。从统计数据来看,体裁与年龄和性别之间存在显著的关系,年轻和年长的学生以及男性和女性都喜欢不同的体裁。例如,益智游戏在年长的女性中很受欢迎,而动作游戏则更受年轻男性的青睐。体裁与学业成绩和水平之间也存在显著的关系,表现优异的学生和表现不佳的学生以及职业高中学生和大学生对体裁的偏好也存在差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing a Clearer Understanding of Genre and Mobile Gameplay
This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer, revealing that mobile gameplay is more of a situational activity than a social replacement, often played during periods of interruption or idle time and lasting for short intervals. Action, arcade, sports, adventure, puzzle, board, simulation, and strategy were among the most popular genres played. Statistically significant relationships were found between genre and age and gender, with the younger and older students as well as males and females favoring different genres. For example, puzzle games were popular among the older females, whereas action games were preferred by the younger males. Significant relationships were also found between genre and academic grades and level, with differences found for genre preferences between high- and low-performing as well as vocational high school and college students.
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