Hartmann
Tilo Hartmann
Department of Journalism and Communication Research Hanover University of Music and Drama tilo.hartmann@ijk.hmt-hannover.de
Gender differences in the use of computer-games as competitive leisure activities
Similar to sports, many computer- and video-games can be regarded as leisure activities that imply a social competitive process (cf. Vorderer, Hartmann & Klimmt, in press). Social competition develops by competitive actions performed by individuals or social entities in order to maintain their own interests to the disadvantage of others. Most frequently computer-games set the goal to encounter and to win against one or various opponents, whether they are controlled by the computer's artificial intelligence or by other human players. It can be argued that both types of opponents are capable to evoke a social competitive situation (c.f. Ho-Ching, Inkpen & Mason, 2000; Moon & Nass, 1996). Thus, the question arises which individuals are specifically attracted by such social competitive gaming processes.
This question will be addressed in an explorative online-survey (N=795) by applying a gender-oriented approach. The underlying rationale of the research is based on the empirically well supported thesis that in general males are more motivated to enter competitive situations than females (Bischof-Koehler, 1997). Therefore it can be assumed that males rather than females are attracted by opportunities to carry out competitive leisure activities, such as computer-games. Consequently, males should significantly differ from females with regard to their computer-game-specific motivation to challenge and to surpass others ("Wetteifermotiv"; cf. Lerch & RŸbensal, 1983) and in turn, should use competitive computer-games more frequently than females. In order to test these assumptions, the study will explicate the "use of computer-games" by different aspects, such as the players' general use of computer-games, their use of different genres, and the competitive aspects of their most favourite computer-game.
Bischof-Koehler, D. (1997). Geschlechtsspezifische Besonderheiten im Konkurrenzverhalten. EvolutionŠre Grundlagen und entwicklungspsychologische Fakten [Gender-specific aspects of competitive behaviour. Evolutionary basics and facts derived by Developmental Psychology]. In Rolf Wunderer & Petra Dick (Hrsg.), Frauen im Management (S. 209 - 240). Luchterhand : Neuwied. Ho-Ching, W., Inkpen, K. M. & Mason, K. (2000). Playing Together: a Taxonomy of Multiplayer Video Games. Extended Abstract and Poster presented at ASI 2000 (Vancouver, BC), GI 2000 (Montreal QC). Lerch, H.J. & RŸbensal, M. (1983). Eine Analyse des Zusammenhangs zwischen Schulleistungen und dem Wetteifermotiv [An analysis of the relationship between school achievement and the motivation to compete]. Psychologische BeitrŠge, 25(3-4), 521-531. Moon, Y., & Nass, C. (1996). How "Real" are Computer Personalities? Psychological Responses to Personality Types in Human-Computer Interaction. Communication Research, 23(6), 651-674. Vorderer, P., Hartmann, T. & Klimmt, C. (in press). Explaining the enjoyment of playing video games: The role of competition. Proceedings of International Conference on Entertainment Computing 2003, Pittsburgh, USA
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