Affiliation:
1. Solers Research Group, USA
2. Korea University, South Korea
Abstract
The first of two chapters, a study is presented that quantitatively examined the adolescent and young adult “casual” video game player. A total of 1,950 South Korean students self-reported their game play on mobile phones by answering a 92-item questionnaire designed to capture data on technology ownership; preference for game genre and titles; where and how often games were played; what factors influence game selection, what game features were the most desirable, the rationale behind playing games, and psychophysical changes experienced as a result of playing; as well as, spending habits with regard to game purchases. The findings supported many of the claims made about the casual player, revealing, for example, that mobile games are predominately played for short periods of time, in between activities, and as a means to combat boredom. Adding credence to the idea that mobile game play can be viewed as a casual activity. Results also revealed potentially positive benefits, to include improved mood and feelings of well-being along with better mental attention and focus.
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