What is it about?
This study (N = 1,950) quantitatively examined the adolescent and young adult casual mobile game player. Specifically, this investigation focused 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.
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Why is it important?
Mobile games are often portrayed as different from video games played on traditional gaming platforms. Mobile games are usually categorized as problem-solving or puzzle, with tile-matching to physics-based game mechanics. These games are also viewed as an unplanned activity, with players depicted as “casual” participants, playing to kill brief periods of time, while waiting, as a way to relax, or out of boredom. Mobile games are also believed to appeal to a much broader audience and, therefore, played by people of all ages. The findings support many of the claims made about the casual player. Mobile games, for example, were mostly played in short intervals, in between activities, and because of boredom or as a way to pass the time. Overall, adding credence to the idea that mobile game play can be viewed as mostly a leisure activity as opposed to a social replacement or alternative.
Perspectives
This study offers empirically supported and pragmatic data to researchers, educators, and practitioners interested in bettering their understanding of mobile game play and the casual player.
Boaventura DaCosta
Solers Research Group
Read the Original
This page is a summary of: Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 1, IGI Global,
DOI: 10.4018/978-1-5225-0513-6.ch015.
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