Communications in Humanities Research

- The Open Access Proceedings Series for Conferences


Communications in Humanities Research

Vol. 22, 07 December 2023


Open Access | Article

The Analyses Between Different Player Groups -- Describe Their Preferences on Games and Social Media

Yingxin Xie * 1
1 City University of Hongkong

* Author to whom correspondence should be addressed.

Communications in Humanities Research, Vol. 22, 42-50
Published 07 December 2023. © 2023 The Author(s). Published by EWA Publishing
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Citation Yingxin Xie. The Analyses Between Different Player Groups -- Describe Their Preferences on Games and Social Media. CHR (2023) Vol. 22: 42-50. DOI: 10.54254/2753-7064/22/20231567.

Abstract

Video games have become the mainstream entertainment for almost ages. Many people choose to become players of different games for different reasons, which makes the gaming industry have undergone earth-shaking changes in the past decade. This paper is mainly concerned with and investigates four types of games: MOBA, FPS, RPG, and MMORPG. Focus on users playing games and the reason why they choose the typical games to play. Especially their social behavior on several well-known social media such as Weibo, Bilibili, and Huya. Specifically, this paper focuses on combining the players’ preferences for social media and their backgrounds, reconstructing the profiles of the different game players and their true intentions for the games. The aim is to discover more about Chinese game player themselves and their surroundings. The research questions are as follows: 1) classification whether the correlation between their average play time and their interests exists. 2) Dig into the aims and reasons players’ choices between groups vary from person to person. 3) Research on factors influencing players’ social media choices.

Keywords

player group, video game, social media, group analysis

References

1. China Audio-video and Digital Publishing Association (2023), China Games Industry Report 2022 [EB/OL] , 02-01, http://www.cadpa.org.cn/3271/202302/41576.html

2. China PC Games Market Report 2023: A Comprehensive Guide to Tap into and Navigate China’s Lucrative PC Games Market, ResearchAndMarkets.com

3. Gustavo F. Tondello, Lennart E. Nacke, 2019. Player Characteristics and Video Game Preferences, Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ‘19, DOI:10.1145/3311350.3347185

4. Max V Birk, Maximillian A Friehs, and Regan L Mandryk. 2017. Age-Based Preferences and Player Experience: A Crowdsourced Cross-sectional Study. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ‘17. ACM, 157--170. DOI: http://dx.doi.org/10.1145/3116595.3116608

5. Rita Orji, Julita Vassileva, and Regan L. Mandryk. 2014. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Modeling and User-Adapted Interaction 24, 5 (Dec 2014), 453--498. DOI: http://dx.doi.org/10.1007/s11257-014--9149--8

6. Marc Busch, Elke Mattheiss, Rita Orji, Peter Fröhlich, Michael Lankes, and Manfred Tscheligi. 2016. Player Type Models-Towards Empirical Validation. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. ACM. DOI:http://dx.doi.org/10.1145/2851581.2892399

7. iResearch (2023), The e-sports industry in China in 2023 research report [EB/OL], 06-16, https://report.iresearch.cn/report_pdf.aspx?id=4200

8. Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857

9. Fox, C. M., & Brockmyer, J. H. (2013). The development of the Game Engagement Questionnaire: A measure of engagement in video game playing: Response to reviews. Interacting with Computers, 25(4), 290–293. https://doi.org/10.1093/iwc/iwt003

10. Markey, P .M, Ferguson, C.J.,& Hopkins, L. I. (2021). Video game play: Myths and benefits. American Journal of Play, 13(1), 87–106.

Data Availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume Title
Proceedings of the 2nd International Conference on Interdisciplinary Humanities and Communication Studies
ISBN (Print)
978-1-83558-187-2
ISBN (Online)
978-1-83558-188-9
Published Date
07 December 2023
Series
Communications in Humanities Research
ISSN (Print)
2753-7064
ISSN (Online)
2753-7072
DOI
10.54254/2753-7064/22/20231567
Copyright
07 December 2023
Open Access
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

Copyright © 2023 EWA Publishing. Unless Otherwise Stated