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Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games

Author

Listed:
  • Julia Kneer
  • Yubo Zhang
  • Bartosz Grzegorz Å»erebecki
  • Tim Wulf

Abstract

Introduction Existing research has focused on sex and gender to explain video games playing motivations and enjoyment. This study investigated gender traits and sexual orientation to further explain why people play games and what leads to gaming enjoyment. Methods Participants ( N = 198) answered questions on gender traits (positive/negative feminity/masculinity), gaming motivations, enjoyment, sexual orientation (32.0% of the sample belonged to the lesbian, gay, and bisexual community, later LGB community), and demographics. Results Only certain gender traits are linked to specific gaming motivations. Negative masculinity increased competence and relatedness while negative femininity decreased autonomy. Similar results were found for sexual orientation. LGB people showed less competence and intuitive control motivations. Additionally, LGB people spent more time playing video games than non-LGB people. They reported playing puzzles more as well. No other differences were found for game genre selection. Discussion The lack of differences based on sexual orientation and gender traits shows that video games offer an environment for everybody and thus have the potential to bring people together.

Suggested Citation

  • Julia Kneer & Yubo Zhang & Bartosz Grzegorz Å»erebecki & Tim Wulf, 2022. "Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games," Simulation & Gaming, , vol. 53(5), pages 423-445, October.
  • Handle: RePEc:sae:simgam:v:53:y:2022:i:5:p:423-445
    DOI: 10.1177/10468781221113030
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    References listed on IDEAS

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    1. Davinder Ghuman & Mark Griffiths, 2012. "A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players," International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), IGI Global Scientific Publishing, vol. 2(1), pages 13-29, January.
    2. Julia Kneer & Sanne Franken & Sabine Reich, 2019. "Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs," Simulation & Gaming, , vol. 50(1), pages 44-61, February.
    3. Bradley S. Greenberg & John Sherry & Kenneth Lachlan & Kristen Lucas & Amanda Holmstrom, 2010. "Orientations to Video Games Among Gender and Age Groups," Simulation & Gaming, , vol. 41(2), pages 238-259, April.
    4. Rowan Daneels & Nicholas D. Bowman & Daniel Possler & Elisa D. Mekler, 2021. "The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research," Media and Communication, Cogitatio Press, vol. 9(2), pages 178-190.
    5. Rowan Daneels & Nicholas D. Bowman & Daniel Possler & Elisa D. Mekler, 2021. "The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research," Media and Communication, Cogitatio Press, vol. 9(2), pages 178-190.
    6. Jordon D Bosse & Lisa Chiodo, 2016. "It is complicated: gender and sexual orientation identity in LGBTQ youth," Journal of Clinical Nursing, John Wiley & Sons, vol. 25(23-24), pages 3665-3675, December.
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