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THE FIRST LIFE
SOME ASPECTS ON GAMIFICATION
IN THE REAL WORLD
Josip Ćirić,
Lucija Mrkela, Domagoj Volarević
University of Zadar
Let the gaming begin!
 Spacewar
 1961 by MIT student
Stever Russell
 Pong
 released in 1972
 Arcade machines
 1970s and 1980s
 Consoles
 PC
 Gamer culture
 Interdisciplinary
approach
 Information science
 Psychology
 Sociology
 Second life – virtual
 First life –
personality traits
Gaming(girl) stereotypes
 Sheldon: Well, I've
just never played
Dungeons &
Dragons with girls
before.
 Penny: Don’t worry
honey, nobody has.
Philosophy & Antropology
of the game
Research goals
1. To find out characteristics of gamer
population in highschool and college
students sample.
2. Determine influence of personality traits
from Hexaco model on gaming
behavior.
3. Examine attitudes on gamification,
gaming in general and on some ethical
issues.
4. Determine if gamers are different on
some researched aspects (personality,
attitudes).
Methodology
 First part of a larger
study
 Test battery
 Demographics
 151 Likert-type item
 Sample
 Highschool & LIS
students
N=118 (172)
 Online survey
 Rotation
 Hexaco (Ashton &
Lee)
 Problem video game
playing (Salguero &
Moran)
 Gaming benefits
 Stereotypes
 Antropology
 Ethical issues
 Gamification
Results – general sample
 Age
 15-48 years
Mode1=17,
Mode2=22
 Gender
 78m, 94f
 χ2=1,488 df=1
p>,05
 Monthly budget:
<500€ 77%
 Spend on fun: <33€ 61%
 Fun activites (pick3)
 Going out 70%
 Drinking 63%
 Video games 49%
 WatchingTV 47%
 Reading 30%
 Music concerts 24%
Results – gamers vs. non-gamers
 63% males vs. 37% females; χ2=4,129 df=1
p<,05
 monthly budget χ2=2,860 df=3 p>,05
 how do they spend it χ2=2,017 df=3 p>,05
 living conditions: 35% G lives in rented flat
opposed to 12% NG χ2=11,971 df=1 p<,05
 relationship 42% vs. 45%; χ2=1,039 df=1 p>,05
 owning a pet 52% vs. 48%; χ2=1,258 df=1 p>,05
Gaming benefits & problems
 B-scale
 Mg=55 sdg=16,586 vs.
Mng=41 sdng=17,740;
ρ=,407 p<,05;
F=19,653 df=1 p<,05
 PVP scale (problem
video game playing)
 Mg=37 sdg=3,804 vs.
Mng=35 sdng=3,921;
ρ=,295 p<,05;
F=10,869 df=1 p<,05
 higher the benefits
of the game, higher
the problems
 rg=,723 rng=,863
Gamification
 gamers showing to
be more informed
on the topic
 Mg=37 sdg=3,804
vs. Mng=35
sdng=3,921; ρ=,311
p<,05; F=10,115
df=1 p<,05
Ethical issues
 “Some computer
games should be
banned due to
excessive violence.”
 Mg=2,172
sdg=1,201 vs.
Mng=3,217
sdng=1,228; ρ=-
,394; F=19,036
df=1 p<,05
 “I think I could
sometimes confuse
between game
violence and real-
life violence.”
 Mg=1,534
sdg=0,863 vs. Mng=
2,022 sdng=1,097;
ρ=-,250; F=6,381
df=1 p<,05
 “Just like TV, video
games encourage
violence.”
 (Mg=2,121
sdg=0,993 vs.
Mng=3,022
sdng=1,270; ρ=-
,357; F=16,361
df=1 p<,05
Anthropology / philosophy
 attitudes
participants hold
on such theories
 not validity of
arguments
 psychological
perspective
 problems with
gaming and
 O; rH=,45 df=114
p<,05; rC=,38
df=114 p<,05
 gaming benefits
 B; rH=,45 df=114
p<,05; rC=,34
df=114 p<,05
Hexaco
 Honesty-humility
 Emotionality
 Extraversion
 Agreeableness
 Conscientiousness
 Openness to
experience
 Emotionality
 Mg=30 sdg=5,405 vs. Mng=33 sdng=6,580;
ρ=-,299; F=10,182 df=1 p<,05
 Agreeableness
 Mg=32 sdg=5,076 vs. Mng=29 sdng=5,527;
ρ=,264; F=8,063 df=1 p<,05
 Openness to experience
 Mg=33 sdg=6,127 vs. Mng=30 sdng=6,040;
ρ=,255; F=7,674 df=1 p<,05
Conclusion
See you in Zadar, on ISI 2015

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Josip Ciric, Domagoj Volarevic, Lucija Mrkela: The First Life - Some Aspects on Gamification in the Real World #bcs2015

  • 1. THE FIRST LIFE SOME ASPECTS ON GAMIFICATION IN THE REAL WORLD Josip Ćirić, Lucija Mrkela, Domagoj Volarević University of Zadar
  • 2. Let the gaming begin!  Spacewar  1961 by MIT student Stever Russell  Pong  released in 1972  Arcade machines  1970s and 1980s  Consoles  PC
  • 3.  Gamer culture  Interdisciplinary approach  Information science  Psychology  Sociology  Second life – virtual  First life – personality traits
  • 4.
  • 5. Gaming(girl) stereotypes  Sheldon: Well, I've just never played Dungeons & Dragons with girls before.  Penny: Don’t worry honey, nobody has.
  • 7. Research goals 1. To find out characteristics of gamer population in highschool and college students sample. 2. Determine influence of personality traits from Hexaco model on gaming behavior. 3. Examine attitudes on gamification, gaming in general and on some ethical issues. 4. Determine if gamers are different on some researched aspects (personality, attitudes).
  • 8. Methodology  First part of a larger study  Test battery  Demographics  151 Likert-type item  Sample  Highschool & LIS students N=118 (172)  Online survey  Rotation  Hexaco (Ashton & Lee)  Problem video game playing (Salguero & Moran)  Gaming benefits  Stereotypes  Antropology  Ethical issues  Gamification
  • 9. Results – general sample  Age  15-48 years Mode1=17, Mode2=22  Gender  78m, 94f  χ2=1,488 df=1 p>,05  Monthly budget: <500€ 77%  Spend on fun: <33€ 61%  Fun activites (pick3)  Going out 70%  Drinking 63%  Video games 49%  WatchingTV 47%  Reading 30%  Music concerts 24%
  • 10. Results – gamers vs. non-gamers  63% males vs. 37% females; χ2=4,129 df=1 p<,05  monthly budget χ2=2,860 df=3 p>,05  how do they spend it χ2=2,017 df=3 p>,05  living conditions: 35% G lives in rented flat opposed to 12% NG χ2=11,971 df=1 p<,05  relationship 42% vs. 45%; χ2=1,039 df=1 p>,05  owning a pet 52% vs. 48%; χ2=1,258 df=1 p>,05
  • 11. Gaming benefits & problems  B-scale  Mg=55 sdg=16,586 vs. Mng=41 sdng=17,740; ρ=,407 p<,05; F=19,653 df=1 p<,05  PVP scale (problem video game playing)  Mg=37 sdg=3,804 vs. Mng=35 sdng=3,921; ρ=,295 p<,05; F=10,869 df=1 p<,05  higher the benefits of the game, higher the problems  rg=,723 rng=,863
  • 12. Gamification  gamers showing to be more informed on the topic  Mg=37 sdg=3,804 vs. Mng=35 sdng=3,921; ρ=,311 p<,05; F=10,115 df=1 p<,05
  • 13. Ethical issues  “Some computer games should be banned due to excessive violence.”  Mg=2,172 sdg=1,201 vs. Mng=3,217 sdng=1,228; ρ=- ,394; F=19,036 df=1 p<,05
  • 14.  “I think I could sometimes confuse between game violence and real- life violence.”  Mg=1,534 sdg=0,863 vs. Mng= 2,022 sdng=1,097; ρ=-,250; F=6,381 df=1 p<,05  “Just like TV, video games encourage violence.”  (Mg=2,121 sdg=0,993 vs. Mng=3,022 sdng=1,270; ρ=- ,357; F=16,361 df=1 p<,05
  • 15. Anthropology / philosophy  attitudes participants hold on such theories  not validity of arguments  psychological perspective  problems with gaming and  O; rH=,45 df=114 p<,05; rC=,38 df=114 p<,05  gaming benefits  B; rH=,45 df=114 p<,05; rC=,34 df=114 p<,05
  • 16. Hexaco  Honesty-humility  Emotionality  Extraversion  Agreeableness  Conscientiousness  Openness to experience
  • 17.  Emotionality  Mg=30 sdg=5,405 vs. Mng=33 sdng=6,580; ρ=-,299; F=10,182 df=1 p<,05  Agreeableness  Mg=32 sdg=5,076 vs. Mng=29 sdng=5,527; ρ=,264; F=8,063 df=1 p<,05  Openness to experience  Mg=33 sdg=6,127 vs. Mng=30 sdng=6,040; ρ=,255; F=7,674 df=1 p<,05
  • 19. See you in Zadar, on ISI 2015