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Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland
Simulation & Gaming ( IF 1.5 ) Pub Date : 2020-08-24 , DOI: 10.1177/1046878120945735
Małgorzata Ćwil 1 , William T. Howe 2
Affiliation  

Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.

中文翻译:

玩家身份的跨文化分析:美国与波兰的比较

谁是游戏玩家?什么样的人被认为是游戏玩家?最后——谁将自己视为游戏玩家?在本文中,作者试图从多国的角度回答这三个问题。背景。游戏是当今最常见的娱乐形式之一,并日益成为许多人日常生活的一部分。随着电子游戏的日益普及,有必要对游戏玩家的身份进行研究,并找出谁将自己视为游戏玩家。本研究的目的是比较在两个不同国家进行的调查结果,以更好地了解自认为是游戏玩家的玩家的特征。方法。定量研究在波兰和美国这两个国家进行,目的是研究玩家身份。问卷包括关于游戏玩家的自我认同、玩电子游戏的时间、玩的游戏类型和使用的平台的问题。它是在 223 名玩电子游戏的学生中进行的。结果。结果表明,波兰和美国在玩家身份的含义上既有异同。无论在哪个国家,自认为是游戏玩家的人通常比非游戏玩家花更多的时间玩游戏。然而,波兰和美国之间在玩的游戏类型、使用的平台或玩电子游戏的不同风格等方面存在一些差异。局限性和进一步研究。该研究的主要问题是样本中的年龄范围有限。
更新日期:2020-08-24
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