Skip to main content

The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations

  • Conference paper
  • First Online:
Intelligent Technologies for Interactive Entertainment (INTETAIN 2016 2016)

Abstract

Gender, native English speaking, and age significantly effect game genre preference and gaming motivations. Ordinary Least Squares (OLS) regression shows they explain 5 %–10 % of the variance in game genre preference and up to 7 % in gaming motivation. Gender coefficients show males prefer the competition-based First Person Shooter (FPS) games while females prefer the immersion-based Massively Multiplayer Online Role Playing Games (MMORPG). Native English speaking coefficients show native English speakers prefer the text-heavy MMORPGs, while non-Native English speakers prefer the text-light Multiplayer Online Battle Arenas (MOBA) and FPS games. Age coefficients show younger players prefer MOBAs, while older players prefer FPS games. When it comes to gaming motivation, males are more driven by competition, while females are more driven by immersion and social motivations. Native English speaking only factors into two motivations related to immersion. Age coefficients show that gaming motivation decreases across the board as players grow older.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Entertainment Software Association: 2015 Sales, Demographics and Usage Data. Essential Facts About the Computer and Video Game Industry (2015)

    Google Scholar 

  2. Ryan, R.M., Rigby, C.S., Przybylski, A.: The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30(4), 344–360 (2006)

    Article  Google Scholar 

  3. Yannakakis, G.N., Maragoudakis, M.: Player modeling impact on players entertainment in computer games. In: Ardissono, L., Brna, P., Mitrovic, A. (eds.) UM 2005. LNCS (LNAI), vol. 3538, pp. 74–78. Springer, Heidelberg (2005). doi:10.1007/11527886_11

    Chapter  Google Scholar 

  4. Yee, N.: The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence 15(3), 309–329 (2006)

    Article  Google Scholar 

  5. Anderson, C.A., Bushman, B.J.: Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychol. Sci. 12(5), 353–359 (2001)

    Article  Google Scholar 

  6. Yee, N.: Motivations for play in online games. CyberPsychology Behav. 9(6), 772–775 (2006)

    Article  Google Scholar 

  7. Mitchell, A., Savill-Smith, C.: The Use of Computer and Video Games for Learning: A Review of the Literature. Learning and Skills Development Agency, London (2004)

    Google Scholar 

  8. Hilgard, J., Engelhardt, C.R., Bartholow, B.D.: Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES). Front. Psychol. 4, 608 (2013)

    Article  Google Scholar 

  9. Sherry, J.L., Lucas, K., Greenberg, B.S., Lachlan, K.: Video game uses and gratifications as predictors of use and game preference. Playing Video Games: Motives Responses Conseq. 24, 213–224 (2006)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Shoshannah Tekofsky .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Tekofsky, S., Miller, P., Spronck, P., Slavin, K. (2017). The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations. In: Poppe, R., Meyer, JJ., Veltkamp, R., Dastani, M. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178. Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-49616-0_17

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-49615-3

  • Online ISBN: 978-3-319-49616-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics