2015
DOI: 10.1177/1555412014565640
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Predicting Video Game Behavior

Abstract: A study (N ¼ 1,995) is presented that investigated whether the Big Five Inventory personality types-agreeableness, conscientiousness, extroversion, neuroticism, and openness-can be used in explaining mobile game play. The study is predicated on research suggesting that relationships exist between certain personality types and willingness to embrace technology and mobile phone ownership. The same might be argued between personality and certain mobile apps, to include games. Little research, however, has examine… Show more

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Cited by 25 publications
(10 citation statements)
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References 57 publications
(79 reference statements)
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“…Other studies found associations between time spent on mobile calls and extraversion [34] and low agreeableness [34,73], while text messaging was associated with neuroticism [34,73], extraversion [34], low self-esteem [73], low agreeableness [34], and low conscientiousness [34]. Time spent on mobile game playing was associated with low agreeableness [220,253].…”
Section: Resultsmentioning
confidence: 99%
“…Other studies found associations between time spent on mobile calls and extraversion [34] and low agreeableness [34,73], while text messaging was associated with neuroticism [34,73], extraversion [34], low self-esteem [73], low agreeableness [34], and low conscientiousness [34]. Time spent on mobile game playing was associated with low agreeableness [220,253].…”
Section: Resultsmentioning
confidence: 99%
“…There were 80 papers investigating two or more topics, indicating that the researchers tried to investigate the impacts of applying mobile technology in game-based learning from various perspectives. As for Cooperation and communication, several studies (with a 2% increase in the second-time period) reported that mobile game-based learning had a positive effect, showing another potential of this approach (Laine and Suk, 2016;Seok and DaCosta, 2015). As shown in Table 6, the majority of participants in the research from 2007 to 2011 were adults (35%), while the largest group of subjects from 2012 to 2016 was elementary school students (26%), with teachers in second place (18%).…”
Section: Methodsmentioning
confidence: 99%
“…29 For example, an individual's level of agreeableness has been found to predict the frequency and number of hours he or she will spend playing smartphone games. 30 As a result, we would argue that the current models are informative of how smartphone users will behave in reallife scenarios. A second limitation concerns how we determined ownership.…”
Section: Limitations and Conclusionmentioning
confidence: 99%