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How women play mobile games: Studying the consumer culture of mobile games among young adult females

机译:妇女如何玩手游:研究年轻成年女性的手游消费文化

摘要

Female players have interested researchers and industry professionals ever since the video games market started notably growing again after the mid-80s. Numerous studies motivated by the desire to grow the female demographic of games have studied female preferences and obstacles of adoption i.a. Since then, the video games market has developed significantly and continues growing with an increasing speed. A significant part of this growth is due to the advancements in mobile games that have expanded the potential player base of games. Interestingly, the majority of the player base of mobile games is female. Yet, research on gender and video games has more or less stagnated.The study on hand focuses on this major demographic of mobile games and the prevailing consumer culture behind it. Current business oriented academic research on mobile games is still fairly scarce and not much is yet known about the characteristics of mobile game consumers. By introducing the platform of mobile games to the discussion, the study on hand attempts to remove established presumptions of female players and contribute towards moving into more multifaceted research approach. Better understanding the player demographic, which has clearly benefited from the mobile platform, benefits both marketers and industry professionals in developing their actions.The topic is studied through the research question of how do young adult females play mobile games and what factors are linked to the consumption culture. A constructivist approach and interpretivist perspective are taken towards the topic. Narrative data was collected through seven semi-structured interviews and analyzed by utilizing consumer culture theory.The study identifies three significant groups of actions in consumption of mobile games: positive patterns of play, negative patterns of play, and control mechanisms. These thematic groups hold a specific behavior patterns that are used to negotiate mobile games consumption both with oneself and surrounding people. The observed behavior patterns illustrate the statements in previous literature that female players are a diverse consumer group and should not be reviewed with limited and positivist views. The study finds out that mobile games have removed many previous obstacles of female play. However, negative associations of gaming as antisocial and masculine activity still remain in mobile games that affects perceptions and how gaming is negotiated. It is finally proposed that many female players construct a consumption enclave for themselves in order to control the undesired associations from their surroundings.The main contribution of the study is identifying how varied female patters of play are thus underlining the need to abandon narrow conceptions of female players as a homogeneous group. Further diversifying the understanding of video game demographics helps marketers and industry professionals in better addressing market needs and expanding the player base.
机译:自从80年代中期视频游戏市场开始显着增长以来,女性玩家就对研究人员和行业专业人士产生了兴趣。出于发展女性游戏人口的动机而进行的大量研究已经研究了女性的偏好和采用的障碍。从那时起,视频游戏市场得到了长足的发展,并以越来越高的速度持续增长。这种增长的很大一部分归因于手机游戏的发展,这些进步扩大了游戏的潜在玩家群。有趣的是,大多数手机游戏玩家是女性。然而,关于性别和视频游戏的研究或多或少停滞不前,而手头研究主要针对手机游戏的这一主要人口特征及其背后的主流消费文化。当前关于移动游戏的面向企业的学术研究仍然相当匮乏,并且对移动游戏消费者的特征知之甚少。通过在讨论中引入手机游戏平台,手头研究试图消除女性玩家的既定假设,并致力于向更多元化的研究方法转变。更好地了解了明显受益于移动平台的玩家人口统计资料后,营销人员和行业专业人士都可以从中受益。他们通过研究成年女性如何玩手机游戏以及与哪些因素相关的研究问题来研究该主题。消费文化。建构主义的方法和解释主义的观点被认为是针对这一主题的。通过七个半结构化访谈收集了叙事数据,并通过消费文化理论进行了分析。研究确定了手机游戏消费中的三个重要行为组:积极游戏模式,消极游戏模式和控制机制。这些主题小组拥有特定的行为模式,用于与自己和周围的人协商手机游戏的消费。观察到的行为模式说明了先前文献中女性玩家是一个多元化的消费群体的陈述,不应以有限的实证主义观点对其进行回顾。研究发现,手机游戏消除了女性玩游戏的许多先前障碍。但是,手机游戏作为反社会和男性活动的消极关联仍然保留在手机游戏中,这会影响人们的看法以及如何协商游戏。最终提出了许多女性玩家自己建造一个消费飞地的目的是为了控制周围环境中不想要的联想。这项研究的主要贡献是确定女性的多种游戏方式从而强调了放弃狭narrow的女性观念的必要性。玩家作为同质群体。对视频游戏人口统计信息的进一步了解有助于营销人员和行业专业人士更好地满足市场需求并扩大玩家基础。

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    Liimatainen Harri;

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  • 年度 2015
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  • 原文格式 PDF
  • 正文语种 en
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