josip ciric, domagoj volarevic, lucija mrkela: the first life - some aspects on gamification in the...

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THE FIRST LIFE SOME ASPECTS ON GAMIFICATION IN THE REAL WORLD Josip Ćirić, Lucija Mrkela, Domagoj Volarević University of Zadar

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THE FIRST LIFE SOME ASPECTS ON GAMIFICATIONIN THE REAL WORLD

Josip Ćirić, Lucija Mrkela, Domagoj Volarević

University of Zadar

Let the gaming begin!

Spacewar

1961 by MIT student Stever Russell

Pong

released in 1972

Arcade machines

1970s and 1980s

Consoles

PC

Gamer culture

Interdisciplinary approach

Information science

Psychology

Sociology

Second life – virtual

First life –personality traits

Gaming(girl) stereotypes Sheldon: Well, I've

just never playedDungeons & Dragons with girlsbefore.

Penny: Don’t worry honey, nobody has.

Philosophy & Antropologyof the game

Research goals

1. To find out characteristics of gamer population in highschool and college students sample.

2. Determine influence of personality traits from Hexaco model on gaming behavior.

3. Examine attitudes on gamification, gaming in general and on some ethical issues.

4. Determine if gamers are different on some researched aspects (personality, attitudes).

Methodology

First part of a larger study

Test battery Demographics

151 Likert-type item

Sample Highschool & LIS

studentsN=118 (172)

Online survey

Rotation

Hexaco (Ashton & Lee)

Problem video game playing (Salguero & Moran)

Gaming benefits

Stereotypes

Antropology

Ethical issues

Gamification

Results – general sample

Age 15-48 years

Mode1=17, Mode2=22

Gender 78m, 94f

χ2=1,488 df=1 p>,05

Monthly budget:<500€ 77%

Spend on fun: <33€ 61%

Fun activites (pick3) Going out 70%

Drinking 63%

Video games 49%

WatchingTV 47%

Reading 30%

Music concerts 24%

Results – gamers vs. non-gamers

63% males vs. 37% females; χ2=4,129 df=1

p<,05

monthly budget χ2=2,860 df=3 p>,05

how do they spend it χ2=2,017 df=3 p>,05

living conditions: 35% G lives in rented flat opposed to 12% NG χ2=11,971 df=1 p<,05

relationship 42% vs. 45%; χ2=1,039 df=1 p>,05

owning a pet 52% vs. 48%; χ2=1,258 df=1 p>,05

Gaming benefits & problems

B-scale

Mg=55 sdg=16,586 vs. Mng=41 sdng=17,740; ρ=,407 p<,05; F=19,653 df=1 p<,05

PVP scale (problem video game playing)

Mg=37 sdg=3,804 vs. Mng=35 sdng=3,921; ρ=,295 p<,05; F=10,869 df=1 p<,05

higher the benefits of the game, higher the problems

rg=,723 rng=,863

Gamification

gamers showing to be more informed on the topic

Mg=37 sdg=3,804 vs. Mng=35 sdng=3,921; ρ=,311 p<,05; F=10,115 df=1 p<,05

Ethical issues

“Some computer games should be banned due to excessive violence.”

Mg=2,172 sdg=1,201 vs. Mng=3,217 sdng=1,228; ρ=-,394; F=19,036 df=1 p<,05

“I think I could sometimes confuse between game violence and real-life violence.”

Mg=1,534 sdg=0,863 vs. Mng= 2,022 sdng=1,097; ρ=-,250; F=6,381 df=1 p<,05

“Just like TV, video games encourage violence.”

(Mg=2,121 sdg=0,993 vs. Mng=3,022 sdng=1,270; ρ=-,357; F=16,361 df=1 p<,05

Anthropology / philosophy

attitudes participants hold on such theories

not validity of arguments

psychological perspective

problems with gaming and

O; rH=,45 df=114 p<,05; rC=,38 df=114 p<,05

gaming benefits

B; rH=,45 df=114 p<,05; rC=,34 df=114 p<,05

Hexaco

Honesty-humility

Emotionality

Extraversion

Agreeableness

Conscientiousness

Openness to experience

Emotionality

Mg=30 sdg=5,405 vs. Mng=33 sdng=6,580; ρ=-,299; F=10,182 df=1 p<,05

Agreeableness

Mg=32 sdg=5,076 vs. Mng=29 sdng=5,527; ρ=,264; F=8,063 df=1 p<,05

Openness to experience

Mg=33 sdg=6,127 vs. Mng=30 sdng=6,040; ρ=,255; F=7,674 df=1 p<,05

Conclusion

See you in Zadar, on ISI 2015