Journal of Applied Social Psychology · 1997 · 86 citations · 28 references
Social SciencesBehavioral SciencesPsychologyAdolescent DevelopmentPersonality PsychologySelfGaming CultureVideo Game StudiesGameplay ExperiencePlayer Motivation
A survey of 229 late adolescents (ages 15‑19) collected data on videogame experiences, preferences, and attitudes. The study found that males rated videogames as more popular and highly regarded than females, with gender differences also in motivations, evaluations, and favorite games; frequent players differed from infrequent ones mainly in how positively they pursued and evaluated videogames, and certain personality traits (self‑esteem, empathy, conscientiousness, introversion) were related to videogame attitudes.
A total of 229 late adolescents (a large majority 15 to 19 years of age) completed a questionnaire that assesses a broad range of videogame‐relevant experiences, preferences, and attitudes. Videogame playing was found to be a more popular, and a more highly regarded, activity among males than females. Gender differences were also found in participants' ratings of their motivations for playing videogames, their evaluations of particular characteristics of videogames, and their selection of their “most favorite” videogame. The differences between frequent and infrequent videogame players appeared to be limited to differences in the extent to which videogame playing is pursued and evaluated as a positive leisure activity, rather than reflecting broad differences in interest or personality. Some relations were found between participants' self‐reported personality characteristics (i.e., self‐esteem, empathy, conscientiousness, and introversion) and their attitudes toward videogames.
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Handbook of personality theory and research
Glenn Wilson · Personality and Individual Differences · 1991 · 3.6K citations