1887
image of Variations in gaming experiences, time, and spending across genres
USD
Buy:$35.00 + Taxes

Abstract

The study investigates the impact of different game genres on gaming behavior among students from 4th grade to 12th grade. Previous research often focused on isolated aspects of gaming without considering genre-specific influences. This study aims to fill that gap by examining how genres affect challenge and achievement, social interaction, flow, gaming time, and spending. Using ANOVA and Sidak post-hoc tests, the analysis included a sample size of 49,569 respondents. The findings indicate significant differences across genres: Multiplayer Online Battle Arena (MOBA) games foster higher levels of challenge, achievement, social interaction, and flow compared to other genres. Players of MOBA games also exhibit the highest engagement in terms of gaming time and financial investment. Role-Playing Games (RPG) and First-Person Shooter (FPS) games also show notable engagement levels but to a lesser extent. These results suggest that game genre significantly shapes gaming behaviors and experiences, highlighting the importance of genre-specific design and marketing strategies. For scholars, this study emphasizes the need for more granular research into game genres. For practitioners, including game developers and service providers, the findings offer insights into enhancing player engagement and tailoring game features to specific genres.

Loading

Article metrics loading...

/content/journals/10.1075/is.24031.jo
2026-05-18
2026-06-07
Loading full text...

Full text loading...

References

  1. Abdi, H.
    (2007) Bonferroni and Šidák corrections for multiple comparisons. Encyclopedia of measurement and statistics, (), .
    [Google Scholar]
  2. Apperley, T. H.
    (2006) Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, (), –. 10.1177/1046878105282278
    https://doi.org/10.1177/1046878105282278 [Google Scholar]
  3. Baek, Y., & Touati, A.
    (2019) Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements. Journal of Educational Computing Research, (), –. 10.1177/0735633118825385
    https://doi.org/10.1177/0735633118825385 [Google Scholar]
  4. Bhagat, S., Jeong, E. J., & Kim, D. J.
    (2020) The role of individuals’ need for online social interactions and interpersonal incompetence in digital game addiction. International Journal of Human–Computer Interaction, (), –. 10.1080/10447318.2019.1654696
    https://doi.org/10.1080/10447318.2019.1654696 [Google Scholar]
  5. Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M.
    (2015) Problematic involvement in online games: A cluster analytic approach. Computers in Human Behavior, , –. 10.1016/j.chb.2014.10.055
    https://doi.org/10.1016/j.chb.2014.10.055 [Google Scholar]
  6. Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M.
    (2012) Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, (), –. 10.1016/j.chb.2011.11.020
    https://doi.org/10.1016/j.chb.2011.11.020 [Google Scholar]
  7. Brown, E., & Cairns, P.
    (2004) A grounded investigation of game immersion. CHI’04 extended abstracts on Human factors in computing systems, 10.1145/985921.986048
    https://doi.org/10.1145/985921.986048 [Google Scholar]
  8. Cheah, I., Shimul, A. S., & Phau, I.
    (2022) Motivations of playing digital games: A review and research agenda. Psychology & Marketing, (), –. 10.1002/mar.21631
    https://doi.org/10.1002/mar.21631 [Google Scholar]
  9. Chen, A., Lu, Y., & Wang, B.
    (2016) Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology & People, (), –. 10.1108/ITP‑07‑2014‑0156
    https://doi.org/10.1108/ITP-07-2014-0156 [Google Scholar]
  10. Chung, Y., Shin, Y., Chang, Y., Ko, K., Yoon, J., Lee, D., Kim, S., & Jun, B.-s.
    (2022) Development and Validation of the Problematic Internet Gaming Scale for Adolescents. Asian Journal of Education, (), –. 10.15753/aje.2022.6.23.2.421
    https://doi.org/10.15753/aje.2022.6.23.2.421 [Google Scholar]
  11. Cole, H., & Griffiths, M. D.
    (2007) Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, (), –. 10.1089/cpb.2007.9988
    https://doi.org/10.1089/cpb.2007.9988 [Google Scholar]
  12. Csikszentmihalyi, M.
    (2000) Beyond boredom and anxiety. Jossey-bass.
    [Google Scholar]
  13. Csikszentmihalyi, M., & Csikzentmihaly, M.
    (1990) Flow: The psychology of optimal experience (Vol.). Harper & Row New York.
    [Google Scholar]
  14. Daniau, S.
    (2016) The transformative potential of role-playing games — : From play skills to human skills. Simulation & Gaming, (), –. 10.1177/1046878116650765
    https://doi.org/10.1177/1046878116650765 [Google Scholar]
  15. De Kort, Y. A., IJsselsteijn, W. A., & Poels, K.
    (2007) Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ). Proceedings of PRESENCE, , –.
    [Google Scholar]
  16. Donovan, I., Saul, M. A., DeSimone, K., Listman, J. B., Mackey, W. E., & Heeger, D. J.
    (2022) Assessment of human expertise and movement kinematics in first-person shooter games [Methods]. Frontiers in Human Neuroscience, . 10.3389/fnhum.2022.979293
    https://doi.org/10.3389/fnhum.2022.979293 [Google Scholar]
  17. Eaton, J. A., & Mendonça, D. J.
    (2019) Linking adaptation processes to team performance in high-tempo, high-stakes teamwork: a large-scale gaming perspective. Theoretical Issues in Ergonomics Science, (), –. 10.1080/1463922X.2019.1594444
    https://doi.org/10.1080/1463922X.2019.1594444 [Google Scholar]
  18. Elson, M., Breuer, J., Ivory, J. D., & Quandt, T.
    (2014) More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games. Journal of Communication, (), –. 10.1111/jcom.12096
    https://doi.org/10.1111/jcom.12096 [Google Scholar]
  19. Field, A.
    (2013) Discovering statistics using IBM SPSS statistics. sage.
    [Google Scholar]
  20. (2024) Discovering statistics using IBM SPSS statistics. Sage publications limited.
    [Google Scholar]
  21. Garneli, V., & Chorianopoulos, K.
    (2021) Employing Social Interactions of Multiplayer Role-Playing Games in a Serious Game. InF. de Rosa, I. Marfisi Schottman, J. Baalsrud Hauge, F. Bellotti, P. Dondio, & M. Romero, Games and Learning Alliance Cham. 10.1007/978‑3‑030‑92182‑8_21
    https://doi.org/10.1007/978-3-030-92182-8_21 [Google Scholar]
  22. Götz, U.
    (2021) On the evolution of narrative mechanics in open-world games. Narrative Mechanics: Strategies and Meanings in Games and Real Life, , . 10.14361/9783839453452‑008
    https://doi.org/10.14361/9783839453452-008 [Google Scholar]
  23. Griffiths, M. D.
    (2010) The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, , –. 10.1007/s11469‑009‑9229‑x
    https://doi.org/10.1007/s11469-009-9229-x [Google Scholar]
  24. Halloran, J., & Minaeva, A.
    (2019) Touch and play? Investigating the value of touchscreens for gamer experience. Entertainment Computing, , . 10.1016/j.entcom.2019.100312
    https://doi.org/10.1016/j.entcom.2019.100312 [Google Scholar]
  25. Hammer, J., To, A., Schrier, K., Bowman, S. L., & Kaufman, G.
    (2018) Learning and role-playing games. InRole-playing game studies (pp.–). Routledge. 10.4324/9781315637532‑15
    https://doi.org/10.4324/9781315637532-15 [Google Scholar]
  26. Han, J., Kim, S.-c., Ko, K., Park, S., Heo, J., Park, S., & Bang, K.-b.
    (2020) A Study on the Development of Physical Activity Protocol for the Improvement of Overindulgence in Games. Journal of Wellness, (), –.
    [Google Scholar]
  27. Hew, J.-J., Lee, V.-H., T’ng, S.-T., Tan, G. W.-H., Ooi, K.-B., & Dwivedi, Y. K.
    (2024) Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction. Information Systems Frontiers, (), –. 10.1007/s10796‑023‑10377‑7
    https://doi.org/10.1007/s10796-023-10377-7 [Google Scholar]
  28. Howell, D. C.
    (1992) Statistical methods for psychology. PWS-Kent Publishing Co.
    [Google Scholar]
  29. Hwang, G.-J., & Chang, C.-C.
    (2025) A self-determination theory-based digital gaming approach to enhancing EFL learners’ competence in applying professional English. Educational technology research and development, (), –. 10.1007/s11423‑024‑10445‑y
    https://doi.org/10.1007/s11423-024-10445-y [Google Scholar]
  30. Johnson, M. R.
    (2019) Casual games before casual games: Historicizing paper puzzle games in an era of digital play. Games and Culture, (), –. 10.1177/1555412018790423
    https://doi.org/10.1177/1555412018790423 [Google Scholar]
  31. Kaye, L. K., & Bryce, J.
    (2012) Putting the fun factor into gaming: The influence of social contexts on the experiences of playing videogames. International Journal of Internet Science, (), –.
    [Google Scholar]
  32. King, D. L., & Delfabbro, P. H.
    (2018) Predatory monetization schemes in video games (eg ‘loot boxes’) and internet gaming disorder.
    [Google Scholar]
  33. King, D. L., Delfabbro, P. H., & Griffiths, M. D.
    (2011) The role of structural characteristics in problematic video game play: An empirical study. International Journal of Mental Health and Addiction, , –. 10.1007/s11469‑010‑9289‑y
    https://doi.org/10.1007/s11469-010-9289-y [Google Scholar]
  34. King, D. L., Delfabbro, P. H., Perales, J. C., Deleuze, J., Király, O., Krossbakken, E., & Billieux, J.
    (2019) Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. Clinical psychology review, , . 10.1016/j.cpr.2019.101777
    https://doi.org/10.1016/j.cpr.2019.101777 [Google Scholar]
  35. KOCCA, K. C. C. A.
    (2018a) Complementary Study to the Comprehensive Diagnostic Scale for Gaming Behavior (CSG).
    [Google Scholar]
  36. (2018b) Comprehensive Survey on Game Over-immersion.
    [Google Scholar]
  37. Kou, Y., & Gui, X.
    (2014) Playing with strangers: understanding temporary teams in league of legends. Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, 10.1145/2658537.2658538
    https://doi.org/10.1145/2658537.2658538 [Google Scholar]
  38. Laconi, S., Pirès, S., & Chabrol, H.
    (2017) Internet gaming disorder, motives, game genres and psychopathology. Computers in Human Behavior, , –. 10.1016/j.chb.2017.06.012
    https://doi.org/10.1016/j.chb.2017.06.012 [Google Scholar]
  39. Lemmens, J. S., Valkenburg, P. M., & Peter, J.
    (2011) The effects of pathological gaming on aggressive behavior. Journal of youth and adolescence, , –. 10.1007/s10964‑010‑9558‑x
    https://doi.org/10.1007/s10964-010-9558-x [Google Scholar]
  40. Lin, C.-Y., Hung, W.-H., Fang, K., & Tu, C.-C.
    (2015) Understanding players’ achievement values from MMORPGs: an exploratory study. Internet Research, (), –. 10.1108/IntR‑12‑2013‑0268
    https://doi.org/10.1108/IntR-12-2013-0268 [Google Scholar]
  41. Moller, A. C., Kornfield, R., & Lu, A. S.
    (2024) Competition and digital game design: A self-determination theory perspective. Interacting with Computers, iwae023.
    [Google Scholar]
  42. Mun, I. B., & Lee, S.
    (2024) A moderated mediation model of the relationship between academic stress and digital game addiction. Current Psychology, (), –. 10.1007/s12144‑023‑05002‑4
    https://doi.org/10.1007/s12144-023-05002-4 [Google Scholar]
  43. Nicholls, J. G.
    (1984) Achievement motivation: conceptions of ability, subjective experience, task choice, and performance. Psychological review, (), . 10.1037/0033‑295X.91.3.328
    https://doi.org/10.1037/0033-295X.91.3.328 [Google Scholar]
  44. Noorudin, M. S., Jamil, S. N. K. M., Alkawaz, M. H., & Johar, M. G. M.
    (2021) The Role Playing Games from Classic to Modern: Future Perspective. 2021 IEEE Symposium on Industrial Electronics & Applications (ISIEA),
    [Google Scholar]
  45. Paik, S.-H., Cho, H., Chun, J.-W., Jeong, J.-E., & Kim, D.-J.
    (2017) Gaming device usage patterns predict internet gaming disorder: Comparison across different gaming device usage patterns. International Journal of Environmental Research and Public Health, (), . 10.3390/ijerph14121512
    https://doi.org/10.3390/ijerph14121512 [Google Scholar]
  46. Possler, D., Kümpel, A. S., & Unkel, J.
    (2020) Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation. Psychology of Popular Media, (), . 10.1037/ppm0000248
    https://doi.org/10.1037/ppm0000248 [Google Scholar]
  47. Przybylski, A. K., Rigby, C. S., & Ryan, R. M.
    (2010) A motivational model of video game engagement. Review of general psychology, (), –. 10.1037/a0019440
    https://doi.org/10.1037/a0019440 [Google Scholar]
  48. Rehbein, F., King, D. L., Staudt, A., Hayer, T., & Rumpf, H.-J.
    (2021) Contribution of game genre and structural game characteristics to the risk of problem gaming and gaming disorder: A systematic review. Current Addiction Reports, (), –. 10.1007/s40429‑021‑00367‑7
    https://doi.org/10.1007/s40429-021-00367-7 [Google Scholar]
  49. Ryan, R. M., Rigby, C. S., & Przybylski, A.
    (2006) The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, , –. 10.1007/s11031‑006‑9051‑8
    https://doi.org/10.1007/s11031-006-9051-8 [Google Scholar]
  50. Schoenau-Fog, H.
    (2011) The player engagement process–an exploration of continuation desire in digital games. Proceedings of DiGRA 2011 Conference: Think Design Play, 10.26503/dl.v2011i1.540
    https://doi.org/10.26503/dl.v2011i1.540 [Google Scholar]
  51. Şendurur, E., & Şendurur, P.
    (2018) Underlying Factors of Problematic Online Gaming Behavior: Age, Intensity, and Genre. ADDICTA: The Turkish Journal on Addictions, (). 10.15805/addicta.2018.5.4.0023
    https://doi.org/10.15805/addicta.2018.5.4.0023 [Google Scholar]
  52. Sherry, J., Lucas, K., Greenberg, B., Lachlan, K., Vorderer, P., & Bryant, J.
    (2006) Playing video games: motives, responses, and consequences. In: Routledge New York, NY, USA:.
    [Google Scholar]
  53. Sherry, J. L.
    (2004) Flow and media enjoyment. Communication theory, (), –. 10.1111/j.1468‑2885.2004.tb00318.x
    https://doi.org/10.1111/j.1468-2885.2004.tb00318.x [Google Scholar]
  54. Sherry, J. L., Greenberg, B. S., Lucas, K., & Lachlan, K.
    (2012) Video game uses and gratifications as predictors of use and game preference. InPlaying video games (pp.–). Routledge. 10.4324/9780203873700‑18
    https://doi.org/10.4324/9780203873700-18 [Google Scholar]
  55. Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J.
    (2017) Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, , –. 10.1016/j.chb.2017.03.036
    https://doi.org/10.1016/j.chb.2017.03.036 [Google Scholar]
  56. Stackelberg, P. v.
    (2011) Creating digital narratives: The structure and design of stories told across multiple media
    [Google Scholar]
  57. Sun, R.-Q., Sun, G.-F., & Ye, J.-H.
    (2023) The effects of online game addiction on reduced academic achievement motivation among Chinese college students: the mediating role of learning engagement. Frontiers in Psychology, , . 10.3389/fpsyg.2023.1185353
    https://doi.org/10.3389/fpsyg.2023.1185353 [Google Scholar]
  58. Sweetser, P., & Wyeth, P.
    (2005) GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), (), –. 10.1145/1077246.1077253
    https://doi.org/10.1145/1077246.1077253 [Google Scholar]
  59. Tan, E. T., Rogers, K., Nacke, L. E., Drachen, A., & Wade, A.
    (2022) Communication sequences indicate team cohesion: A mixed-methods study of Ad Hoc league of legends teams. Proceedings of the ACM on Human-Computer Interaction, (), –. 10.1145/3549488
    https://doi.org/10.1145/3549488 [Google Scholar]
  60. Teng, C.-I.
    (2010) Customization, immersion satisfaction, and online gamer loyalty. Computers in Human Behavior, (), –. 10.1016/j.chb.2010.05.029
    https://doi.org/10.1016/j.chb.2010.05.029 [Google Scholar]
  61. Trepte, S., Reinecke, L., & Juechems, K.
    (2012) The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, (), –. 10.1016/j.chb.2011.12.003
    https://doi.org/10.1016/j.chb.2011.12.003 [Google Scholar]
  62. Tülübaş, T., Karakose, T., & Papadakis, S.
    (2023) A holistic investigation of the relationship between digital addiction and academic achievement among students. European Journal of Investigation in Health, Psychology and Education, (), –. 10.3390/ejihpe13100143
    https://doi.org/10.3390/ejihpe13100143 [Google Scholar]
  63. Uysal, A., & Yildirim, I. G.
    (2016) Self-determination theory in digital games. InGamer psychology and behavior (pp.–). Springer. 10.1007/978‑3‑319‑29904‑4_8
    https://doi.org/10.1007/978-3-319-29904-4_8 [Google Scholar]
  64. Wang, H.-Y., & Cheng, C.
    (2022) The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis [Review]. JMIR Ment Health, (), . 10.2196/23700
    https://doi.org/10.2196/23700 [Google Scholar]
  65. Wang, H., Zhang, Z., Khalid, M. N. A., Iida, H., & Li, K.
    (2021) MMORPG Evolution Analysis from Explorer and Achiever Perspectives: A Case Study Using the Final Fantasy Series. Information, (), . https://www.mdpi.com/2078-2489/12/6/229
    [Google Scholar]
  66. Wang, L., Li, J., Chen, Y., Chai, X., Zhang, Y., Wang, Z., Tan, H., & Gao, X.
    (2021) Gaming Motivation and Negative Psychosocial Outcomes in Male Adolescents: An Individual-Centered 1-Year Longitudinal Study [Original Research]. Frontiers in Psychology, . 10.3389/fpsyg.2021.743273
    https://doi.org/10.3389/fpsyg.2021.743273 [Google Scholar]
  67. Woźniak, M. P., Sikorski, P., Wróbel-Lachowska, M., Bartłomiejczyk, N., Dominiak, J., Grudzień, K., & Romanowski, A.
    (2021) Enhancing in-game immersion using BCI-controlled mechanics. Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology, 10.1145/3489849.3489862
    https://doi.org/10.1145/3489849.3489862 [Google Scholar]
  68. Yee, N.
    (2006) Motivations for play in online games. CyberPsychology & Behavior, (), –. 10.1089/cpb.2006.9.772
    https://doi.org/10.1089/cpb.2006.9.772 [Google Scholar]
  69. Zendle, D., & Cairns, P.
    (2019) Loot boxes are again linked to problem gambling: Results of a replication study. PLOS ONE, (), . 10.1371/journal.pone.0213194
    https://doi.org/10.1371/journal.pone.0213194 [Google Scholar]
/content/journals/10.1075/is.24031.jo
Loading
/content/journals/10.1075/is.24031.jo
Loading

Data & Media loading...

  • Article Type: Research Article
Keywords: gaming behavior ; financial investment ; engagement ; adolescents ; game genre ; social interaction
This is a required field
Please enter a valid email address
Approval was successful
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error