Beyond the "core-gamer": Genre preferences and gratifications in computer games

Scharkow Michael, Festl Ruth, Vogelgesang Jens, Quandt Thorsten

Research article (journal) | Peer reviewed

Abstract

Computer games can be regarded as mainstream media and one of the driving forces in today’s entertainment industry. With the recent changes in the field, we also witness an expansion in genres and user groups. A seemingly basic question gains new relevance in light of the growing diversification: Why do people turn to various types of computer games? In this study, we examine the relationship between gaming gratifications and genre preferences on the basis of a multivariate model deduced from previous research. We applied this model to survey data from a representative sample of 4500 gamers. We found that, apart from socio-demographics, individual and content-related gratifications are relevant predictors for genre preferences, especially for “core-gamer” genres such as roleplaying or action and shooter games. Beyond the “core-gamer”, there is large group of (older) casual players who prefer puzzle and simulation games and seek fewer and different gratifications from computer gaming.

Details about the publication

JournalComputers in Human Behavior
Volume44
Page range293-298
StatusPublished
Release year2014
Language in which the publication is writtenEnglish
DOI10.1016/j.chb.2014.11.020

Authors from the University of Münster

Festl, Ruth
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)
Quandt, Thorsten
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)
Scharkow, Michael
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)
Vogelgesang, Jens
Professur für Kommunikationswissenschaft, Schwerpunkt: Onlinekommunikation (Prof. Quandt)