From this point forth mobile games, which can be regarded as a recreational activity, can also be considered as leisure constraints from the point of leisure evaluation view (Crawford, Jackson, & Godbey, 1991 Tsai & Coleman, 1999). There are great similarities and common points between the motivations of individuals to participate in leisure activities and the motivation to play mobile games. The preference of mobile games, which have become one of the most popular entertainment tools due to the growing popularity of mobile devices and applications, has made the concept of leisure more digital than ever (Spracklen, 2015 Redhead, 2016 Pink, Hjorth, Horst, & Nettheim, 2017). The game, one of the oldest known leisure activities (Spracklen, 2011), has been moved from offline to online and further into computers and mobile devices in the 21st century (Chen & Leung, 2016). The concept of recreation with its dynamic structure and the elements of recreational needs were heavily influenced by communication technology especially after the 2000s (Torkildsen, 2005 Torkildsen, 2012 Spracklen, 2015 Sintas, de Francisco, & Álvarez, 2015 Choi & Dattilo, 2017 Valtchanov & Parry, 2017). The present research can be used as a baseline exploratory study for future studies in the domain of video gaming. On the other hand, girls prefer single-player mode and adventure, action, and horror game genres. It was found that boys mostly play in multiplayer mode and prefer to play action, role-playing games,s, and sports game genres. The study found that teenage girls and boys significantly differ in terms of frequency of gameplay and time spent on video gaming. The close-ended questionnaire adapted from the 'Media Self Report Questionnaire' used by Elliot (2006), Bajovic (2012), and Hodge (2019) was filled by 576 respondents. The study was quantitative and the survey is conducted by using the purposive research method as only game players were selected as samples from schools of Islamabad, Pakistan. The video game preferences were measured by exploring game genres and style(mode) in which game players mostly play. The gaming patterns involve the frequency of gameplay and time spent on gameplay. The present research study aimed to examine gender differences in gaming patterns and preferences of teenage gamers in Pakistan. Through historical analogy the study hypothesises that struggle over gaming culture will only be over when women become part of game development. Using a framework of token theory, the study concludes that current struggles in gaming culture can be understood as structural struggles, where the designations casual=feminine and hardcore= masculine safeguards core gaming culture from change. Several age differences are also identified. chess and card games) are equally engaged in by men and women, contrary to dominating ideologies designating women as casuals and men as hardcore. Further analysis show how most casual and traditional games (e.g. Results show that social network games, casual puzzles, point-n-click, party, and racing/sports games cluster together, thereby constituting the casual category. Casual gaming is investigated in detail through principal component analysis and measures of correlation. The action games listed above will sort your dilemma.This chapter explores the casual game audience using a national, simple random sample (n=2611). If you love playing games, then you don’t have to worry about which to download and which one not to. However, to find the creme de la creme can be tasking due to their massive collection on the play store. They are categorised into fighting, shooting, and adventure among others.Īction games are a good source of entertainment. Action games are known to be heart-thumping, finger moving in addition to being quite an easy way to test one’s wits and flexes. ke shared an article about the top 15 action games you should download. Furthermore, some of these games are easily accessible on mobile phones, making it ideal for girls to download them at their convenience. Girls love these games because they leverage their emotions, including curiosity, desire, enjoyment, frustrations, and even gratification. Some examples of the most popular girls games include Animal Crossing, Assassin’s Creed Syndicate, Bejeweled, Candy Crush Saga, and Stardew Valley. Many girls are playing video games today, especially those suited to their tastes.
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