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Online Gaming Communities in Croatia First author: Tea Šango ([email protected] ) Second author: Tomislav Rajković ([email protected] ) Mentors: Drahomira Cupar([email protected] ) and Josip Čirić( [email protected] ) University of Zadar, Croatia Department of information science

Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

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Page 1: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

Online Gaming Communities in Croatia

First author: Tea Šango ([email protected] )Second author: Tomislav Rajković ([email protected] )Mentors: Drahomira Cupar([email protected] ) and Josip Čirić([email protected])

University of Zadar, CroatiaDepartment of information science

Page 2: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

Introduction

• Phenomena of video-games.• No strict definition of gamers.• Several approaches.• Attitudes, behavior of gamers in Croatia.• Gaming communities.• Connections.• How do they perceive each other.• Characteristics of players.

Page 3: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

• Research goals:– To see the demographic and psychosocial characteristics of

gamers.– How do they perceive players who play on other game

consoles.– How do they perceive other players of their favourite

games.– To see their attitudes towards gaming in general.– To check if there is any regularity considering personality

traits.

Page 4: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

Methodology

Page 5: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

Results• Age: 13-43 (N=166 M=23.90 sd=5.54 Shapiro-

Wilkis=.946 p<.01)• Males – 76,3% ; Females – 20,4% ; LGBTQ - 2,9%.• Median – 23 years ; Mode – 22 years.

• Major grups• Pupil/students – 45.7%• Employed – 36.7%

• Monthly budget• -35€ - 46.5%• 100€ - 17.0%• 500€ - 63.7%• +1000€ – 11.1%

Page 6: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

• Entertainment• Computer games – 85.9% • Gathering with friends – 65.2% • Watching TV – 45.1% • Partners – 34.8%

• Breaking the stereotyse• Having a partner – 44% • Hanging out with their partner – 34.8% • Having a pet – 49.5%

Page 7: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

• Living situation• Own apartment – 64.7% • With parents – 48.1% • With partner – 20.3%

• Most common real life social networks – 5 to 10 people.

• Most common platform - PC (desktop) 75.7%

Page 8: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

• Favorite feature• Gameplay and multiplayer

• Least favorite feature• Community, graphics, brief gameplay

• E-sport - 50%• Getting their fix

• Buying on-line - 70.5%• Piracy - 56.7%• Bargain sales – 46.0%

Page 9: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

Games

Page 10: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

Confronting stereotypes

• Disagreement• „Typical gamer has no life beyond video games” -

86.2%• „Female gamers are marketing gimmick” – 60.2%• „Female gamers play video games casually” – 55.3%• „Cosplayers are weird” – 48.9%• „Female characters are over-sexualized” – 34.6%• „Female gamers are as successful as male gamers” –

13.1%

Page 11: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

Hexaco• Honesty-humility correlated with writting

game instructions.• Extraversion correlated with meeting other

gamers in real life.• Openness to experience related to cRPG• Honesty-humility negatively related with FPS

and action games.

Page 12: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

• Our participants are rather tolerant group of young people.

Page 13: Tea Šango and Tomislav Rajković - Online Gaming Communities in Croatia - BOBCATSSS 2017

References• Arena, D. (2015). Video Games as Tillers of Soil. Theory into Practice 54; 94-100.• Ashton, M. C. & Lee, K. (2009). The HEXACO-60: A short measure if the major dimensions of

Personality. Journal of Personality Assessment, 91, 340-345.• Crawford, G. (2011). Video Gamers. London & New York: Routledge.• Čirić, J., Volarević, D., & Mrkela, L. (2015). The first life: Some aspects of gamification in the real world.

Bobcatsss 2015 Proceedings and Abstracts, 92-96.• Griffiths, Mark D., Davies, Mark N. O., & Chappell, Darren. (2003). Breaking the Stereotype: The Case of

Online Gaming. Cyberpsychology & Behavior 6(1), 81–91.• Krolo, K., Zdravković, Ž., & Puzek, I. (2016). Tipologija gamera i gamerica u Hrvatskoj: Neke

sociokulturne karakteristike [Gamer typology in Croatia: Some sociocultural characteristics]. Medijske studije, 7(13), 25–42. doi:10.20901/ms

• Paul, J. (2016, May 16). By the numbers: Most popular online games right now. Retrieved September 21, 2016, from Now Loading, https://nowloading.co/posts/3916216

• Salguero, R. A. T. & Morán, R. M. B. (2002). Measuring problem video game playing in adolescents. Addiction. 97, 1601-1606.

• Seay, A. F. (2004). Project Massive: A Study of Online Gaming Communities. In Proceedings of CHI 2004, April 24 – 29, Vienna (pp. 1421-1424).

• Statista. (2016). Most played PC games. Retrieved September 21, 2016, from Statista, https://www.statista.com/statistics/251222/most-played-pc-games/

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Thank you for your attention!!!

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