Why girls go pink: Game character identification and game-players' motivations

被引:66
作者
van Reijmersdal, Eva A. [1 ]
Jansz, Jeroen [2 ]
Peters, Oscar [3 ]
van Noort, Guda [1 ]
机构
[1] Univ Amsterdam, Amsterdam Sch Commun Res ASCoR, NL-1012 CX Amsterdam, Netherlands
[2] Erasmus Univ, Erasmus Sch Hist Culture & Commun, NL-3000 DR Rotterdam, Netherlands
[3] Univ Twente, Dept Media Commun & Org, Fac Behav Sci, NL-7500 AE Enschede, Netherlands
关键词
Game; Girl; Identification; Motivation; Uses and gratifications; Social role theory; ONLINE GAMES; WISHFUL IDENTIFICATION; GENDER-DIFFERENCES; SEX-DIFFERENCES; VIDEO GAMES; GRATIFICATIONS; BEHAVIOR; CULTURE; MEDIA;
D O I
10.1016/j.chb.2013.06.046
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Based on social role theory and uses and gratifications, this study provides insights into the popularity of so-called pink games. This study is the first to examine the roles of identification, playing time, and age in the experience of motivations while playing an online role-playing game. Drawing upon a survey among 2261 girls betweenl 0 and 17 of age, our results show that identification with characters in the game is an important process in explaining girls' gaming motivations. In addition, identification and motivations are intensified with playing time. Although age affects identification negatively, age is not related to the most important motive in playing pink games: social interaction. This study has important theoretical and practical implications for the popularity of pink games among girls. (C) 2013 Elsevier Ltd. All rights reserved.
引用
收藏
页码:2640 / 2649
页数:10
相关论文
共 66 条
[1]  
AGOSTO D, 2004, TEACHER LIB, V31, P1
[2]  
[Anonymous], 2012, Essential facts about the computer and video game industry
[3]  
[Anonymous], MULTICULTUREEL DRAMA
[4]  
[Anonymous], SERIOUS GAMES MECH E
[5]  
[Anonymous], 2012, VID EUR CONS STUD
[6]  
[Anonymous], 2002, Media effects: Advances in theory and research
[7]   Determinants and mechanisms in ego identity development: A review and synthesis [J].
Bosma, HA ;
Kunnen, ES .
DEVELOPMENTAL REVIEW, 2001, 21 (01) :39-66
[8]   Engagement in digital entertainment games: A systematic review [J].
Boyle, Elizabeth A. ;
Connolly, Thomas M. ;
Hainey, Thomas ;
Boyle, James M. .
COMPUTERS IN HUMAN BEHAVIOR, 2012, 28 (03) :771-780
[9]   TEENAGE ROOM CULTURE - WHERE MEDIA AND IDENTITIES INTERSECT [J].
BROWN, JD ;
DYKERS, CR ;
STEELE, JR ;
WHITE, AB .
COMMUNICATION RESEARCH, 1994, 21 (06) :813-827
[10]  
Browne M. W., 1993, TESTING STRUCTURAL E, P136, DOI DOI 10.1177/0049124192021002005