Hjorth l 2010 omputer online and console gaming
Campbell, Colin. Consalvo, Mia. Crossley, Rob. Dyer, Mitch. Dyer-Witheford, Nick, and Greig de Peuter. Epstein, Mike. GamePolitics , December Gaming Cultures and Place in Asia-Pacific. Edited by Larissa Hjorth and Dean Chan. New York: Routledge. Goggin, Gerard. Global Mobile Media. Goldfarb, Andrew. Good, Owen. Graft, Kris. Gray, Ann. Hoadley, Christopher. GamePolitics , September GamePolitics , December 1.
Izushi, Hiro, and Yuko Aoyama. Jaeger, Paul T. Grimes, and Shannon N. Jin, Dal Yong. Need an account? Click here to sign up. Download Free PDF. Thanh-Nha Nguyen. Brian Mccauley. Matthew McDonald. A short summary of this paper. The findings of the study revealed some key aspects of mobile gaming in Vietnam that may be unique to the cultural context.
As a result, this study offers insights that can provide a basis for future investigations into a large and growing population that has received little attention in the literature to date. Findings and implications are discussed and situated within important contexts such as gamification and education. Introduction The purpose of this investigation was to conduct a pilot study in order to understand the motivations of young Vietnamese mobile gamers.
Vietnam is referred to as a mobile-first market as wide spread internet use developed through mobile devices as opposed to desktop computers in more developed nations. It has a growing connectivity to the Internet and a huge pool of enthusiastic and potential gamers Monica, There are currently at least 20 million gamers in Vietnam and over 10, mobile games the most consumed app available in Vietnamese apps stores Monica, There are various estimates of total revenues with Statista estimating a total revenue of USD Vietnam is a developing country with a population of over 90 million.
The mobile platform is ideally suited to the adoption of gaming, making it accessible to a wider range of demographics, access to worldwide content, casual usage, being both personally and socially networked, and its ability to supply applications specific to the context of the user Feijoo et al. Freemium apps are free to download but typically include offers to upgrade to the paid version that is ad-free and may have richer features, the option to buy game coins or points and unlock additional levels of game playing through in-app purchases Liu et al.
Console or PC-based games costs tens of millions of dollars to produce, a similar sum to market, and can take several years of intense research and development to perfect. Mobile games can be created in mere hours, which has led to a profusion of , mobile games available at the start of Deloitte, Importantly, mobile devices allow users to play games without the constraints of time or place Erturkoglu, et al.
Given the lack of research conducted on gaming behavior in Vietnam, the researchers sought to undertake a pilot study to provide a conceptual foundation for a larger study to be conducted at the end of To guide the pilot study a research question was asked.
Question: What behaviours and motivations for mobile gaming are potentially specific to the Vietnamese context and which of these will form the basis for a larger study? Methodology 2. Part 1 involved an online survey designed to collect motivations were for playing mobile games. Part 2 involved conducting a limited number 8 in total of semi-structured interviews with gamers to gain a deeper understanding of particular aspects gaming motivations that were identified in the online survey.
Data Collection Part 1: An online open-ended question survey was created in Vietnamese and hosted online using the Qualtircs survey software. Surveys were posted in Vietnamese mobile gaming VND approx. This approach is forums on Facebook and respondents were informed that for every completed survey 20, similar to Myrick who employed a similar incentive to recruit participants.
Participants were asked to identify their age, gender and location, this was followed by their most frequently played mobile game from a list with an option to enter a game not on the list via text. Participants were also asked whether they made in-app purchases and whether they felt they spent too much time gaming. Lastly, participants were asked to answer three open-ended questions based on their favourite game this included: 1 why do you play this game?
Part 2 of the study involved undertaking a set of semi-structured interviews to gain a fuller understanding of the roll of mobile gaming plays in the lives of young people in Vietnam. Each of the responses was then read in order to highlight expressions or Labels for codes then began to emerge that came from the analysis. As a result an initial coding scheme was formed. See Table 1 overleaf. Of downloaded it again. The aesthetic aspects of gaming were not representative of a theme in the Western sample.
The reasons of mental stimulation, was prevalent enough in the Vietnamese sample to constitute a theme while for the Western sample this reasoning was not present enough to constitute a theme.
Furthermore, no Vietnamese responses included commuting or travelling perhaps reflecting that Vietnamese infrastructure does not include a comprehensive public transport system and Vietnamese commuters tend to predominantly use motorcycles as opposed to travelling via the comfort of a car. While two of the Vietnamese responses identified being a fan of the franchise Pokemon as reasons to why they played Pokemon Shuffle, the Western sample resulted in a several instances of brand loyalty across various genres and popular culture franchises, resulting in an identifiable theme not present within Vietnamese gamers.
Vietnamese Motivations for Gaming Theme Description of Theme Implications of Theme Challenge Players seek to challenge Any game design must allow for feedback that their own abilities through demonstrates progression so that players will play whether by level continue to play.
Optimally game design will progression or an incorporate several opportunities for varying increase in score degrees of success and allow as many players as possible to feel challenged without being frustrated in their desire to progress. Routine Players may play from Games should optimally allow for a range of play ingrained habit, routine or length sessions allowing players to incorporate a perceived addiction gaming into their daily habits and lifestyles.
Games were approaches should optimally vary during a game to allow players to be intellectually stimulated. Social Influences Players adopt a game due Game design should seek to allow connection to word of mouth or with relevant others.
Social Networks such as observation of others. Facebook can enable players to connect, interact Continued play is and compete with others. Overly complex control schemes or game rules may prevent complicated control or players from continuing play.
Games that fail to provide enough when bored or lacking any entertainment value will not be adopted or alternative to fill free time. Aesthetic Design Players enjoy games that Game design must incorporate visual and provide stimulating graphical appeals that reflect the current graphics and images. Many players identified that simplicity of play was an important motivation.
One Candy specific games Candy Crush players in particular were fans of simplicity with responses Crush player played before they went to sleep as they could play while listening to music as the game is simple. Another Candy Crush player was not a game lover and rarely played, yet the simplicity of play again combined with challenge enticed them. One Blossom Blast player favored the game as it was simple yet not boring while simplicity was identified across a range of varied games such as Farmville, HayDay, Pokemon Shuffle and Temple Run.
In terms of comparing games played on desktop computers and mobile devices, desktops allow for a much more complex control scheme while mobile games are restricted by screen size and touchscreen capabilities Huang et al. One player of Alpha Bear a Scrabble like game responded that they liked intellectual games involving words or discovering things.
Another played Brain Wars for two hours every day as they playing. One participant identified that playing Sudoku helped their brain work and as a result wanted a game that required thinking, logic and brain activation. Super Cassette Vision. PC Engine. Atari Atari Corporation. Sega SG Sega SG II. Sega Master System II. Famicom Disk System Japan Only. Action Max. Worlds of Wonder. Amstrad GX Sega Mega Drive II. Sega Genesis 3 Americas. Sega CD. Atari Lynx. Action Gamemaster. Active Enterprises.
Konix Multisystem. Neo-Geo CD. Neo-Geo CDZ. Commodore CDTV. Satellaview Japan Only. Super Game Boy. Super Game Boy 2. Pioneer LaserActive. Virtual Boy. Apple Pippin. Atari Jaguar CD. Net Yaroze. PS one. Amiga CD Casio Loopy. Tiger Electronics. FM Towns Marty. Neo Geo Pocket. Game Boy Color. Nintendo 64DD. Apex Digital. Atari Flashback.
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