2020
DOI: 10.1007/s40869-020-00104-6
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Aging Agents: Cross Generational Analysis of Behavior and Need Satisfaction Among Players of Tom Clancy’s The Division 2

Abstract: This research investigated the effect of age on players of an online multiplayer shooter. Through combining the data from two large scale surveys, we collected information regarding age, gaming habits, game rating and psychological need satisfaction for 8120 players of Tom Clancy's The Division. Behavioral data extracted from the game's tracking engine was then cross-referenced for different age groups to indicate motivational, behavioral and habitual characteristics of each age group. To find the importance o… Show more

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Cited by 2 publications
(2 citation statements)
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References 42 publications
(36 reference statements)
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“…In the field of game studies scholars have explored game playing experiences (Azadvar & Dalqvist, 2020;Bianchi-Berthouze et al, 2007;Deterding, 2011;Deterding et al, 2013;De Schutter, 2010;De Schutter & Brown, 2015;Ermi & Mäyrä, 2005;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Payne et al, 2011;Voida & Greenberg, 2012;Whitelock et al, 2014) to understand how players engage with videogames. Generally speaking game playing experiences vary based on the respective game genre(s) been played (De Schutter & Brown, 2015;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Voida & Greenberg, 2012;Whitelock et al, 2014).…”
Section: Amendments From Versionmentioning
confidence: 99%
“…In the field of game studies scholars have explored game playing experiences (Azadvar & Dalqvist, 2020;Bianchi-Berthouze et al, 2007;Deterding, 2011;Deterding et al, 2013;De Schutter, 2010;De Schutter & Brown, 2015;Ermi & Mäyrä, 2005;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Payne et al, 2011;Voida & Greenberg, 2012;Whitelock et al, 2014) to understand how players engage with videogames. Generally speaking game playing experiences vary based on the respective game genre(s) been played (De Schutter & Brown, 2015;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Voida & Greenberg, 2012;Whitelock et al, 2014).…”
Section: Amendments From Versionmentioning
confidence: 99%
“…In the field of game studies scholars have explored game playing experiences (Azadvar & Dalqvist, 2020;Bianchi-Berthouze et al, 2007;Deterding, 2011;Deterding et al, 2013;De Schutter, 2010;De Schutter & Brown, 2015;Ermi & Mäyrä, 2005;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Payne et al, 2011;Voida & Greenberg, 2012;Whitelock et al, 2014) to understand how players engage with videogames. Generally speaking game playing experiences vary based on the respective game genre(s) been played (De Schutter & Brown, 2015;Marston, 2013a;Marston et al, 2016;Nacke & Lindley, 2008;Nacke & Lindley, 2009;Voida & Greenberg, 2012;Whitelock et al, 2014).…”
Section: Amendments From Versionmentioning
confidence: 99%