同样的游戏:性别特征、性取向、动机和玩电子游戏的乐趣之间关系的探索

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
J. Kneer, Yubo Zhang, B. G. Żerebecki, Tim Wulf
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引用次数: 3

摘要

现有的研究主要集中在性和性别上,以解释电子游戏的玩动机和乐趣。这项研究调查了性别特征和性取向,以进一步解释为什么人们玩游戏以及是什么导致了游戏的乐趣。参与者(N = 198)回答了关于性别特征(积极/消极的女性/男性特征)、游戏动机、乐趣、性取向(32.0%的样本属于女同性恋、男同性恋和双性恋社区,后来是LGB社区)和人口统计学的问题。只有特定的性别特征与特定的游戏动机有关。消极的男性气质会增加能力和人际关系,而消极的女性气质会降低自主性。在性取向方面也发现了类似的结果。LGB人群表现出较低的能力和直觉控制动机。此外,LGB人群比非LGB人群花更多的时间玩电子游戏。据报道,他们也更喜欢玩拼图游戏。在游戏类型选择上没有发现其他差异。缺乏基于性取向和性别特征的差异表明电子游戏为每个人提供了一个环境,因此有可能将人们聚集在一起。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games
Introduction Existing research has focused on sex and gender to explain video games playing motivations and enjoyment. This study investigated gender traits and sexual orientation to further explain why people play games and what leads to gaming enjoyment. Methods Participants (N = 198) answered questions on gender traits (positive/negative feminity/masculinity), gaming motivations, enjoyment, sexual orientation (32.0% of the sample belonged to the lesbian, gay, and bisexual community, later LGB community), and demographics. Results Only certain gender traits are linked to specific gaming motivations. Negative masculinity increased competence and relatedness while negative femininity decreased autonomy. Similar results were found for sexual orientation. LGB people showed less competence and intuitive control motivations. Additionally, LGB people spent more time playing video games than non-LGB people. They reported playing puzzles more as well. No other differences were found for game genre selection. Discussion The lack of differences based on sexual orientation and gender traits shows that video games offer an environment for everybody and thus have the potential to bring people together.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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