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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Main Authors: Eduardo Rodriguez-Barcenilla, Félix Ortega-Mohedano
Format: Article
Language:English
Published: MDPI AG 2022-08-01
Series:Information
Subjects:
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.
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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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