josip ciric, domagoj volarevic, lucija mrkela: the first life - some aspects on gamification in the...
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THE FIRST LIFE SOME ASPECTS ON GAMIFICATIONIN THE REAL WORLD
Josip Ćirić, Lucija Mrkela, Domagoj Volarević
University of Zadar
Let the gaming begin!
Spacewar
1961 by MIT student Stever Russell
Pong
released in 1972
Arcade machines
1970s and 1980s
Consoles
PC
Gamer culture
Interdisciplinary approach
Information science
Psychology
Sociology
Second life – virtual
First life –personality traits
Gaming(girl) stereotypes Sheldon: Well, I've
just never playedDungeons & Dragons with girlsbefore.
Penny: Don’t worry honey, nobody has.
Research goals
1. To find out characteristics of gamer population in highschool and college students sample.
2. Determine influence of personality traits from Hexaco model on gaming behavior.
3. Examine attitudes on gamification, gaming in general and on some ethical issues.
4. Determine if gamers are different on some researched aspects (personality, attitudes).
Methodology
First part of a larger study
Test battery Demographics
151 Likert-type item
Sample Highschool & LIS
studentsN=118 (172)
Online survey
Rotation
Hexaco (Ashton & Lee)
Problem video game playing (Salguero & Moran)
Gaming benefits
Stereotypes
Antropology
Ethical issues
Gamification
Results – general sample
Age 15-48 years
Mode1=17, Mode2=22
Gender 78m, 94f
χ2=1,488 df=1 p>,05
Monthly budget:<500€ 77%
Spend on fun: <33€ 61%
Fun activites (pick3) Going out 70%
Drinking 63%
Video games 49%
WatchingTV 47%
Reading 30%
Music concerts 24%
Results – gamers vs. non-gamers
63% males vs. 37% females; χ2=4,129 df=1
p<,05
monthly budget χ2=2,860 df=3 p>,05
how do they spend it χ2=2,017 df=3 p>,05
living conditions: 35% G lives in rented flat opposed to 12% NG χ2=11,971 df=1 p<,05
relationship 42% vs. 45%; χ2=1,039 df=1 p>,05
owning a pet 52% vs. 48%; χ2=1,258 df=1 p>,05
Gaming benefits & problems
B-scale
Mg=55 sdg=16,586 vs. Mng=41 sdng=17,740; ρ=,407 p<,05; F=19,653 df=1 p<,05
PVP scale (problem video game playing)
Mg=37 sdg=3,804 vs. Mng=35 sdng=3,921; ρ=,295 p<,05; F=10,869 df=1 p<,05
higher the benefits of the game, higher the problems
rg=,723 rng=,863
Gamification
gamers showing to be more informed on the topic
Mg=37 sdg=3,804 vs. Mng=35 sdng=3,921; ρ=,311 p<,05; F=10,115 df=1 p<,05
Ethical issues
“Some computer games should be banned due to excessive violence.”
Mg=2,172 sdg=1,201 vs. Mng=3,217 sdng=1,228; ρ=-,394; F=19,036 df=1 p<,05
“I think I could sometimes confuse between game violence and real-life violence.”
Mg=1,534 sdg=0,863 vs. Mng= 2,022 sdng=1,097; ρ=-,250; F=6,381 df=1 p<,05
“Just like TV, video games encourage violence.”
(Mg=2,121 sdg=0,993 vs. Mng=3,022 sdng=1,270; ρ=-,357; F=16,361 df=1 p<,05
Anthropology / philosophy
attitudes participants hold on such theories
not validity of arguments
psychological perspective
problems with gaming and
O; rH=,45 df=114 p<,05; rC=,38 df=114 p<,05
gaming benefits
B; rH=,45 df=114 p<,05; rC=,34 df=114 p<,05
Hexaco
Honesty-humility
Emotionality
Extraversion
Agreeableness
Conscientiousness
Openness to experience
Emotionality
Mg=30 sdg=5,405 vs. Mng=33 sdng=6,580; ρ=-,299; F=10,182 df=1 p<,05
Agreeableness
Mg=32 sdg=5,076 vs. Mng=29 sdng=5,527; ρ=,264; F=8,063 df=1 p<,05
Openness to experience
Mg=33 sdg=6,127 vs. Mng=30 sdng=6,040; ρ=,255; F=7,674 df=1 p<,05