Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games
The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase in the number of female gamers has highl...
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Language: | English |
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MDPI AG
2022-08-01
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Online Access: | https://www.mdpi.com/2078-2489/13/8/380 |
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author | Eduardo Rodriguez-Barcenilla Félix Ortega-Mohedano |
author_facet | Eduardo Rodriguez-Barcenilla Félix Ortega-Mohedano |
author_sort | Eduardo Rodriguez-Barcenilla |
collection | DOAJ |
description | The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase in the number of female gamers has highlighted the need to discover differences and similarities between players, both in habits and motivations. We present a study based on a survey procedure for the completion of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and that reached a total of 711 valid responses. The results showed that there were no significant differences in terms of hours spent playing video games between the two genders, although there were motivational differences in the reasons for playing, specifically in terms of competition and challenge. The discussion of the results was carried out by means of a comparative statistical analysis of means to confirm the hypotheses and meet the objectives. Despite the existence of significant differences between genders, these were not as notable as might be expected. When it comes to gaming, as we have detected in our study, there were some consumption habits with differentiated gender patterns; however, in relevant indicators such as hours of consumption, increase in lockdown consumption, and spending, there were no significant differences. The gender gap that existed a few years ago between video gamers is becoming progressively narrower. |
first_indexed | 2024-03-09T09:55:27Z |
format | Article |
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institution | Directory Open Access Journal |
issn | 2078-2489 |
language | English |
last_indexed | 2024-03-09T09:55:27Z |
publishDate | 2022-08-01 |
publisher | MDPI AG |
record_format | Article |
series | Information |
spelling | doaj.art-7d54f07fc1224eebbab3787542c6bb812023-12-01T23:49:04ZengMDPI AGInformation2078-24892022-08-0113838010.3390/info13080380Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video GamesEduardo Rodriguez-Barcenilla0Félix Ortega-Mohedano1Department of Sociology and Communication Salamanca, University of Salamanca, 37007 Salamanca, SpainDepartment of Sociology and Communication Salamanca, University of Salamanca, 37007 Salamanca, SpainThe world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase in the number of female gamers has highlighted the need to discover differences and similarities between players, both in habits and motivations. We present a study based on a survey procedure for the completion of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and that reached a total of 711 valid responses. The results showed that there were no significant differences in terms of hours spent playing video games between the two genders, although there were motivational differences in the reasons for playing, specifically in terms of competition and challenge. The discussion of the results was carried out by means of a comparative statistical analysis of means to confirm the hypotheses and meet the objectives. Despite the existence of significant differences between genders, these were not as notable as might be expected. When it comes to gaming, as we have detected in our study, there were some consumption habits with differentiated gender patterns; however, in relevant indicators such as hours of consumption, increase in lockdown consumption, and spending, there were no significant differences. The gender gap that existed a few years ago between video gamers is becoming progressively narrower.https://www.mdpi.com/2078-2489/13/8/380video gamesgendermotivationsconsumptionmobilehabits |
spellingShingle | Eduardo Rodriguez-Barcenilla Félix Ortega-Mohedano Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games Information video games gender motivations consumption mobile habits |
title | Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games |
title_full | Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games |
title_fullStr | Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games |
title_full_unstemmed | Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games |
title_short | Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games |
title_sort | moving towards the end of gender differences in the habits of use and consumption of mobile video games |
topic | video games gender motivations consumption mobile habits |
url | https://www.mdpi.com/2078-2489/13/8/380 |
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