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Playing video games together with others: Differences in gaming with family, friends and strangers

机译:与他人一起玩视频游戏:与家人,朋友和陌生人玩游戏的差异

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This empirical study investigates social digital gaming habits through a national survey of Swedes aged 12-100. The enquiry concerns patterns of gaming and compares playing with different co-players in order to map out this growing practice among the general population. Logistic regression models are used to analyse the data. Results show support for the importance of separating different social gaming contexts according to the relational status of co-players: whom people play games with - family, friends or strangers - affects how players engage with games. Social gamers were younger, had higher achieved education, were more dedicated and spent more time on gaming. Furthermore, contrary to expectations, male gamers are more social than female gamers. Results show how digital gaming adapts to life rather than the other way around. Finally, digital gaming is shown to be situated in a complex weave of interactions and structures that go over and beyond the gaming itself.
机译:这项实证研究通过对12至100岁瑞典人的全国性调查来调查社交数字游戏习惯。该询问涉及游戏的模式,并与不同的共同玩家进行比较,以便在普通人群中确定这种不断增长的习惯。 Logistic回归模型用于分析数据。结果表明,支持根据共同玩家的关系状态分离不同的社交游戏环境的重要性:与人玩游戏的人(家人,朋友或陌生人)会影响玩家参与游戏的方式。社交游戏玩家更年轻,受过更高的教育,更专注并且在游戏上花费了更多时间。此外,与预期相反,男性玩家比女性玩家更具社交性。结果显示了数字游戏如何适应生活,而不是相反。最终,数字游戏被展示为处于超越游戏本身的交互和结构的复杂编织之中。

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