the gamer - CIG 2014
Transcrição
the gamer - CIG 2014
The social fabric of virtual life Social scientific research on the use and effects of digital games Thorsten Quandt • Department of Communication • WWU Münster Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Digital games in society ‣ ‣ ‣ ‣ ‣ diversification of user groups different types of gaming gaming becomes more social games as big business change in focus of interest, end of ,moral panic‘? Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 2 „ Digital games - still controversial Some studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques, (...) effects emerge with considerable consistency. „ Anderson (2003) We did not find associations between electronic games use and conduct problems, which could reflect the lower exposure to games and/or greater parental restrictions on age-appropriate content for games compared with TV. Parkes et al., an 11.000 person study (2013) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 3 Digital games - still controversial „ „ Gamification is the infusion of game mechanics, game design techniques and/or game style into anything. Gamification.org (2011) Gamification is (marketing) bullshit. Ian Bogost (2011) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 4 Digital games historically ‣ first computer game: Noughts & crosses (Alexander S. Douglas, 1952). ‣ first multiplayer video game: Tennis for Two (William A. Higginbotham, 1958) ‣ Spacewar! (Steven Russell, 1962), distributed in universities and research labs on large mainframe computers ‣ Computer Space (Nolan Bushnell, 1971), first commercial Arcade game ‣ Pong (Ralph Baer/Nolan Bushnell/Allan Alcorn, 1971) ‣ .... in the meantime: Atari VCS, C 64, PC Gaming, various console generations etc. pp. => More than 60 years of computer games history. Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 5 Digital games as a social-scientific research object ‣ late 1990s, more interest from social scientists and academics from the humanities in digital games (in parallel with mainstream success of PC gaming and a new generation of video games) ‣ 2003: Terra Nova blog, features a lot of scientists and their thoughts about games (founded by Ted Castronova, Julian Dibbell, Dan Hunter and Greg Lastowka) ‣ 2003: DiGRA (Digital Games Research Association) was established, founding president Frans Mäyrä, with a mixture of humanities and social sciences people ‣ other international groups, founded in ,mainstream‘ comm/media studies: ICA Game Studies Interest Group (founding chair: John Sherry), ECREA TWG Digital Games Research (founding chair: Thorsten Quandt) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 6 Digital games research: International survey ‣ October 2012, collaboration of DiGRA, ECREA TWG, ICA SIG ‣ Goal: to obtain a clearer picture of the people involved in research into digital games: their backgrounds, types of activities, perceptions of the field and ideas for future directions ‣ Distributed to organization members, mailing lists, social media (Gamesnetwork list: 1500 members, ICA SIG members: around 200, ECREA TWG members: 82/180 via Facebook) ‣ initially 792 responses, 544 participants in final data set (Authored by: Jan Van Looy, Thorsten Quandt, Jens Vogelgesang, Malte Elson, James D. Ivory, Frans Mäyrä, Mia L. Consalvo) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 7 Digital games research: International survey Nationality 21,7% 25,9% 2,2% 2,2% 2,9% 3,5% US Germany Canada Finland UK Netherlands Brazil Sweden Belgium France Australia Portugal Other 11,4% 3,9% 4,0% 4,2% 7,0% 4,8% 6,3% Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt N = 544 8 Digital games research: International survey Background 4,0% 3,9% 17,1% 11,2% 6,8% 13,1% Media Studies Communication Studies Psychology Sociology Educational Sciences Humanities Arts Engineering Design Computer Sciences Other 4,8% 10,3% 11,8% 11,2% Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 5,9% N = 544 9 Digital games research: International survey Strongly Agree 5 4,36 4,19 4 4,06 3,69 3,20 3 2,61 2,21 2 1,64 Strongly Disagree 1 t e tiv a eg N s s im n o si Ag es r g s t ec t ec c a p f ef n tio Ad c di f ef t ec ff e l H Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt fu B e en c a p ff e l m li a fic m ar t s t ec C ul t a ur n tio Ed a c u e H N = 544 th l a 10 Digital games research: International survey Component 1 2 3 The poten,al of using digital games in educa,on is promising. 0,845 -‐0,087 0,033 The poten,al of using digital games in health is promising. 0,844 -‐0,061 0,004 Digital games can have beneficial effects on their users. 0,677 0,254 0,063 I see myself as a gamer. 0,089 0,823 -‐0,050 I used to see myself as a gamer. -‐0,022 0,736 0,075 I have never ac,vely played digital games myself (R) 0,007 0,719 -‐0,189 The addic,on effects of DG are a problem for society. 0,020 -‐0,096 0,789 The effects of DG on aggression behavior are a problem for society. 0,073 -‐0,235 0,754 Digital games can have harmful effects on their users. 0,009 0,154 0,719 PCA, Varimax Rota/on with Kaiser Normaliza/on, Components 1-‐3 explain 61,715 % of Variance Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 11 Digital games research: International survey Estimated means of factor scores 0,700 0,618 0,400 0,350 0,293 0,176 0 -0,077 -0,291 -0,350 -0,405 -0,477 -0,700 * ci o ol So * gy s e i d s t Ar ia M ed u St s a ie nit H um D e n sig ce ol n h e ir n sci syc e er P e t n gi pu n E om C g/ Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt (Uni, N=491, controlled for: gender, time/gaming, years in DG research, DG courses some/all) * * y og * ce n a E c du n tio ie sc 12 Digital games research: International survey ‣ Games researchers are typically male, in their mid-thirties, work at a university, and have a social-scientific background. On an average, they work on digital games for 6 years now, and they play one hour of digital games per day themselves. Half of them come from the US, Germany, Canada or Finland. ‣ They do dismiss the idea that games generally have a negative impact on society; they rather see positive effects, for example on culture, education and health. ‣ Among the various disciplinary groups, educational scientists and psychologist in games research have a more positive view of gaming, while sociologists have a more critical view (although they are all positive in general). Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 13 Research project „The social fabric of virtual life“ (ERC SOFOGA 240864) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt ERC project: The social fabric of virtual life Research of the ,in game‘ and ,out of the game experience‘ and their interdependencies; social aspects of gaming; panel study over 3 years of research; project supported by the European Research Council (ERC) with 1,84 million Euros over the course of 5 years ‣ Expert interviews (Politics, Industry, relevant Actors) ‣ Representative survey (50.000 omnibus, 5000 panel, 3 y.) ‣ Network analysis RL/VL ‣ Guided interviews (User) ‣ In game observations, experiments Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 15 The survey Omnibus study, diffusion study, CATI ‣ N= 50.000, subsequent calibration studies (N=1000) Panel, three waves, CATI ‣ 1: N = 5000, Spring 2011 ‣ 2: N = 2500, Spring 2012 ‣ 3: N = 1100, Spring 2013 representative sample of German gamers aged 14 and above Institut für Kommunikationswissenschaft | Chair Prof. Thorsten of Online Quandt Communication The survey - Main Scales/Sub-Projects Addic%on • • • • • Use PaOerns -‐ VG -‐ Other Media Spare ,me ac,vi,es Problema,c Use Success -‐ Academic -‐ Occupa,onal Life Sa,sfac,on Aggression • Buss & Perry -‐ Physical aggression -‐ Verbal aggression -‐ Anger Sociality • • • • • Institut für Kommunikationswissenschaft | Chair Prof. Thorsten of Online Quandt Communication Social Networks Social Support Loneliness Self-‐Esteem Social Skills Cul%va%on • • militarism sexism Findings (I). Some simple descriptives. Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Some base data Computer and console players (diffusion/age group) 100% 33 % 50 % 71 % 83 % 90 % Non-‐Gamers Gamers 75% 67% 50% 50% 25% 29% 17% 10% 0% 14-‐17 18-‐29 30-‐49 Age (y.) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 50-‐64 65 + n = 50.012 GameStat 2011, Bus 19 Some base data: age & use time Average use time (all players x = 49,8 minutes per day) 100 90 minutes per day 80 73,2 70 63,6 60 50 40 40,8 42,6 30-49 50-64 45,6 x = 49,8 30 20 10 0 14-17 18-29 age (years) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 65+ n = 4.505 GameStat 2011, Panel 20 It‘s not about the time... but still... Game use (in minutes) 280 269,4 210 140 70 35,4 0 Normal User Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Extreme User n = 4.505 GameStat 2011, Panel 21 ... there are differences not only in use time... Extreme Gamers (3+ h/day) 1 0,5 0 -0,5 -1 g le Ro yin Pla St eg t a r r y te o o Sh Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt rt y Spo M c usi & le t Par c ogi & zz Pu L 22 Findings (II). Addiction and problematic behavior. Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Addiction scale ‣ based on Gaming Addiction Scale (GAS) by Lemmens (7 items with highest factor loadings derived from 21 item scale) ‣ items: 5 point Likert scale: 0 (never), 1 (almost never), 2 (sometimes), 3 (often) and 4 (very often) ‣ Cronbach`s alpha: .72; confirmatory factor analysis - single-factor model, acceptable model fit: (Satorra–Bentler scale correction, d.f. = 14) = 51.9, P < 0.01; root mean square error of approximation (RMSEA) = 0.03; standardized root mean square residual (SRMR) = 0.02; comparative fit index (CFI) = 0.97 Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 24 Addiction scale ‣ Did you think about playing a game all day long? (salience) ‣ Did you play longer than intended? (tolerance) ‣ Did you play games to forget about real life? (mood modification) ‣ Have you failed when trying to reduce game time? (relapse) ‣ Have you felt bad, when you were unable to play? (withdrawal) ‣ Did you have fights with other (e.g. family, friends) over your time spent on games? (conflict) ‣ Have you neglected other important activities (e.g. school, work, sports) because you were playing games? (problems) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 25 Addiction scale other scales used here: ‣ Personality traits: social competence (California Psychological Inventory), Berlin Social Support Scale, General Self-Efficacy Expectations Scale, Aggression Scales (Buss & Perry, Neo Personality Inventory) ‣ Life satisfaction ‣ Gaming related variables (frequency, genre preferences) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 26 Findings: Addiction Table 2 Game Addiction Scale (GAS): item description, scale means and prevalence mean: 0.62 on a scale from 0 to 4! Adolescents (14–18) How often during the last six months . . . (n = 562) Did you think about playing a game all day long? (salience) Did you play longer than intended? (tolerance) Did you play games to forget about real life? (mood modification) Have you failed when trying to reduce game time? (relapse) Have you felt bad, when you were unable to play? Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt (withdrawal) 0.62 (0.54, 0.69) 1.54 (1.45, 1.64) 0.31 (0.25, 0.37) 0.45 (0.38, 0.52) 0.34 (0.29, 0.40) 27 0.8 0.4 0.0 0.4 Density 0.8 1.2 Adults (18-39 (18−39) y.) Adults 1.2 Adolescents(14-17 (14−17)y.) Adolescents 0.0 Density Findings: Addiction 1 2 3 4 5 n=580, Addicted: 0.2%, Problematic: 7.6% Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 1 2 3 4 5 n=1866, Addicted: 0.2%, Problematic: 3.2% 28 Mean GAS score Proportion problematic users (%) Proportion addicted users (%) 1.63 (1.59, 1.68) 7.6 (5.6, 10.1) 0.2 (0.1, 0.5) 1.46 (1.44, 1.48) 3.3 (2.5, 4.2) 0.2 (0.1, 0.4) 1.40 (1.38, 1.42) 3.0 (2.3, 3.8) 0.2 (0.1, 0.5) Multi-group structural modeling Means and proportions (point estimates and 95%equation confidence intervals); items were scored on a five-point Likert scale from 0 (never) to 4 (very often). Table 3 Relationships between the Game Addiction Scale (GAS), psychological and gaming-related variables. Game Addiction Scale Gaming frequency Online multi-player game use Preference for role-playing games Preference for first-person shooter games Physical aggression Anger aggression Self-efficacy Social support Sociability Life satisfaction Adolescents (14–18) Younger adults (19–39) Older adults (40+) (n = 562) (n = 1809) (n = 1836) 0.34 (0.27, 0.41) 0.23 (0.15, 0.30) 0.11 (0.02, 0.19) 0.26a (0.18, 0.33) 0.30 (0.22, 0.37) 0.32a (0.25, 0.40) -0.21 (-0.29, -0.13) -0.32a (-0.39, -0.25) -0.24a (-0.32, -0.16) -0.19 (-0.27, -0.11) 0.33 (0.29, 0.37) 0.23 (0.19, 0.28) 0.19 (0.14, 0.23) 0.17 (0.13, 0.22) 0.20 (0.15, 0.24) 0.19 (0.15, 0.23) -0.15 (-0.19, -0.10) -0.13 (-0.18, -0.09) -0.13 (-0.18, -0.09) -0.24 (-0.29, -0.20) 0.36 (0.32, 0.40) 0.24 (0.20, 0.28) 0.12 (0.07, 0.16) 0.08 (0.03, 0.13) 0.22 (0.18, 0.26) 0.22 (0.18, 0.26) -0.15 (-0.19, -0.10) -0.15 (-0.19, -0.10) -0.10 (-0.15, -0.05) -0.26 (-0.30, -0.22) Pearson’s correlation coefficients and 95% confidence intervals. aSignificant difference between two or more groups. Multiple-group structural equation model with metric invariance between groups (equal factor loadings). Multiple linear regression (MLR) estimation, Satorra–Bentler scaled c2 (d.f. = 1218) 1631.4, P < 0.01, comparative fit index (CFI) 0.97, standardized root mean square residual (SRMR) 0.03, root mean square error of approximation (RMSEA) 0.02. Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt who prefer first-person shooters are more likely to be 29 relationship is more pronounced among adolescents than Means and proportions (point estimates and 95% confidence intervals); items were scored on a five-point Table 3 Relationships between the Game Addiction Scale (GAS), psychological and gamingCorrelational analysis Game Addiction Scale Gaming frequency Online multi-player game use Preference for role-playing games Preference for first-person shooter games Physical aggression Anger aggression Self-efficacy Social support Sociability Life satisfaction Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Adolescents (14–18) Younger adults (n = 562) (n = 1809) 0.34 (0.27, 0.41) 0.23 (0.15, 0.30) 0.11 (0.02, 0.19) 0.26a (0.18, 0.33) 0.30 (0.22, 0.37) 0.32a (0.25, 0.40) -0.21 (-0.29, -0.13) -0.32a (-0.39, -0.25) -0.24a (-0.32, -0.16) -0.19 (-0.27, -0.11) 0.33 (0.29, 0.23 (0.19, 0.19 (0.14, 0.17 (0.13, 0.20 (0.15, 0.19 (0.15, -0.15 (-0.19 -0.13 (-0.18 -0.13 (-0.18 -0.24 (-0.29 30 Pearson’s correlation coefficients and 95% confidence intervals. aSignificant difference between two or mor LONGITUDINAL PATTERNS OF PROBLEMATIC COMPUTER GAME USE Table 2 Longitudinal patterns Longitudinal patterns of problematic and unproblematic game use Types Stable unproblematic Starters Stable problematic Stoppers Inconsistent T1 T2 unproblematic unproblematic T3 N unproblematic 826 % 91.6 (89.5, 93.3) unproblematic unproblematic problematic 13 1.4 (0.8, 2.5) unproblematic problematic problematic 2 0.2 (0.1, 0.8) problematic problematic problematic 9 1.0 (0.5, 2.0) problematic problematic unproblematic 2 0.2 (0.1, 0.8) problematic unproblematic unproblematic 22 2.4 (1.6, 3.7) problematic unproblematic 16 1.8 (1.1, 2.9) problematic unproblematic problematic 1 0.1 (0.1, 0.7) unproblematic N = 902; Missings, n = 11 Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Summing up: Addiction Findings (SEM modeling, multi-group cross-lagged/autoregressive models): ‣ low prevalence of stable problematic use (-> stability of behavior could be considered a prerequisite of addiction) ‣ no systematic interdependencies between problematic gaming and psycho-social well-being (in contrast to Gentile et al. 2011) ‣ no typical downward-spiral, no systematic negative changes (consistent with Van Rooji et al. 2011) ‣ only a small group of problematic gamers; that group seems to differ from the rest of the gamers Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 32 Findings (III). What about aggression? Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Findings (III): Games and aggression ‣ hundreds of studies on this topic ‣ overall results (still) inconclusive ‣ mostly experimental and cross-sectional studies ‣ ongoing heated debate about the findings, their interpretation and relevance Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 34 Games & aggression: Longitudinal studies ‣ 11 publications in international peer-reviewed journals that explicitly look at VVG in international peer-reviewed journals (end of 2013) ‣ overall heterogeneous findings ‣ rather homogeneous sampling: predominantly convenience samples, mostly children & teenagers, Ø age range 4.8 years ‣ often only one direction of effects tested (typically the socialization hypothesis) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 35 Survey: our measures ‣ demographic data: participant sex, age, and educational level ‣ physical aggression: two items from the German translation of the physical aggression subscale from the Buss & Perry Aggression Questionnaire ‣ VG use: self-reported hours per day ‣ VVG use: mean age ratings by German USK for up to 6 games the respondents currently play ‣ here: analysis of teens and young adults (14-21) Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 36 Findings III: Results of aggression analysis Upper row: 14-‐17, lower row: 18-‐21. N = 276, MLMV estimation, χ2(15, N14-‐17 = 140, N18-‐21 = 136) = 17.92, p = .27, CFI = .99, RMSEA = .04, WRMR=.48, *p < . 05, **p < .01. Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 37 Findings III: Results of aggression analysis Third variable Selection effect with third variable control Socialization effect with third variable control Model fit 14-‐17 18-‐21 14-‐17 18-‐21 p β β β β Participant sex (n = 276) .26** ns ns ns 20.69 .35 Education (n = 247) .34** ns ns ns 18.54 .49 Gaming frequency (n = 273) .31** ns ns ns 23.38 .22 χ(df) *p < .05, **p < .01, MLMV estimation Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 38 Games & aggression: Longitudinal studies ‣ age as an important variable: proxy for changes in aggression and VG use (legal) access to games ‣ interindividual differences and intraindividual change should be taken into account when studying VVG and aggression ‣ potentially underlying 3rd variables? e.g., sensation seeking Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 39 What do we learn from this? ‣ gaming reaches a wider and more diverse audience than discussed in public ‣ ,addiction‘ (in a psychological/medical sense, not to be confused with games that can have an ,addictive‘ quality for a short time) does not affect a large majority of gamers, but a small group that differs from the rest ‣ games and aggression are only correlated for young users, and we found only support for a selection effect (not a socialization effect) ‣ overall, a much more differentiated analysis of differing gamer groups and sub-populations is necessary; there is no ,the gamer‘ out there (anymore) ‣ science, society and industry alike would benefit from a more nuanced and ,neutral‘ discussion of games as media entertainment Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt References ‣ Breuer, J., Festl, R., Vogelgesang, J. & Quandt, T. (2014) Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture (Accepted). ‣ Domahidi, E. & Quandt, T. (2014). Living in a virtual world? An excessive gamer typology. In Quandt, T. & Kröger, S. (Eds.), Multiplayer. The social aspects of digital gaming (p. 204-214). London: Routledge. ‣ Festl, R., Scharkow, M. & Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction, 108(3), 592-599. ‣ Mäyrä, F., Van Looy, J., & Quandt, T. (2013). Disciplinary Identity of Game Scholars: An Outline. Proceedings of the 6th DiGRA-Conference "DeFragging Game Studies". Atlanta. ‣ Scharkow, M., Festl, R. & Quandt, T. (2014). Longitudinal patterns of problematic computer game use among adolescents and adults – a 2-year panel study. Addiction (Online First). doi: 10.1111/add.12662 Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt Thank you! Thank you! Prof. Dr. Thorsten Quandt, Institut für Kommunikationswissenschaft, WWU Münster, Germany [email protected] Institut für Kommunikationswissenschaft | Prof. Thorsten Quandt 42