Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender
As the Social network game(SNG) is rising
dramatically worldwide, an interesting aspect has appeared in the
demographic analysis. That is the ratio of the game users by gender.
Although the ratio of male and female users in online game was
60:40% previously, the ratio of male and female users in SNG stood at
47:53% which shows that the ratio of female users is higher than that
of male users. Here, it should be noted that 35% in those 53% female
users are the first-time users of game. This fact suggests that women
who were not interested in game previously has taken an interest in
SNG. Notwithstanding this issue, there have been little studies on the
female users of SNG although there are many studies that analyzed the
tendency of female users- online game play. This study conducted the
analyzed how the game-playing tendency of SNG gamers was
manifested in the game by gender. For that, this study will identify the
tendency of SNG users by gender based on the preceding studies that
analyzed the online game users by gender. The subject of this study
was confined to the farm and urban construction simulation games
which were offered based on the mobile application platform.
Regarding the methodology of study, the first focus group
interview(FGI) was conducted with the male and female users who
had played games on Social network service(SNS) until recently. Later,
the second one-on-one in-depth interview was conducted to gain an
insight into the psychological state of the subjects.
[1] Flurry, "Mobile Social Gamers: The New Mass-Market Powerhouse",
http://blog.flurry.com/bid/57219/Mobile-Social-Gamers-The-New-Mass
-Market-Powerhouse, 2011.
[2] Korea Internet & Security Agency, A survey on the second half of 2011
smartphones, http://isis.kisa.or.kr, 2011.
[3] Lin, C. A., Poor, ""Looking back: The contribution of Blumer and Katz's
uses of mass communication, Journal of Broadcasting & Electronic
Media", 1996. 40(2), pp.574-581.
[4] Burke, M., C. Marlow, and T. Lento, "Social network activity and social
well-being", In Proceedings of the ACM Conference on Human Factors
in Computing Systems, Atlanta, GA., 2010.
[5] Jon Radoff, "Game On: Energize Your Business with Social Media
Games", Wiley, April 12, 2011.
[6] Pierre Lévy, "Qu'est - ce que le virtuel?", La Découverte, 13 mars 1998.
[7] Zynga Company, http://zynga.com.
[8] Sun-Jun Hong, Women's psychology, psychological understanding of
women, Kyoyookbook, 1998, pp.84.
[9] Brenda Laurel, "When computers become human", Springer-Verlag New
York, Inc. Secaucus, NJ, USA, 1999.
[10] Jung-bean Lim and Hye-jung Jung, "Gender roles and women", Hakjisa
publisher, 1997.
[11] M .D. Griffiths, M. N. O. Davies, and D. Chappell, "Breaking the
Stereotype: The Cases of Online Gaming", Cyber Psychology and
Behavior, Vol.6, No.1, 2003, pp.81-91.
[12] Taylor, "Multiple Pleasures: Women and Online Gaming", 9 (1): 21,
Convergence: The International Journal of Research into New Media
Technologies, 2003.
[13] Nick Yee, "The Demographics, Motivations and Derived Experiences of
Users of Massively Multi-User Online Graphical Environments",
Teleoperators and Virtual Environments, 15, pp.309-329, 2006.
[14] Horner, "M. S. Toward and understanding of achievement-related
conflicts in women" in 1972, Journal of Social Issues, 28, pp. 157-176.
[15] Hye-ryeon sim, Cyberspace era aesthetics -A new beauty to dominate the
world, Salim Publisher, pp.191-193, 2009.
[1] Flurry, "Mobile Social Gamers: The New Mass-Market Powerhouse",
http://blog.flurry.com/bid/57219/Mobile-Social-Gamers-The-New-Mass
-Market-Powerhouse, 2011.
[2] Korea Internet & Security Agency, A survey on the second half of 2011
smartphones, http://isis.kisa.or.kr, 2011.
[3] Lin, C. A., Poor, ""Looking back: The contribution of Blumer and Katz's
uses of mass communication, Journal of Broadcasting & Electronic
Media", 1996. 40(2), pp.574-581.
[4] Burke, M., C. Marlow, and T. Lento, "Social network activity and social
well-being", In Proceedings of the ACM Conference on Human Factors
in Computing Systems, Atlanta, GA., 2010.
[5] Jon Radoff, "Game On: Energize Your Business with Social Media
Games", Wiley, April 12, 2011.
[6] Pierre Lévy, "Qu'est - ce que le virtuel?", La Découverte, 13 mars 1998.
[7] Zynga Company, http://zynga.com.
[8] Sun-Jun Hong, Women's psychology, psychological understanding of
women, Kyoyookbook, 1998, pp.84.
[9] Brenda Laurel, "When computers become human", Springer-Verlag New
York, Inc. Secaucus, NJ, USA, 1999.
[10] Jung-bean Lim and Hye-jung Jung, "Gender roles and women", Hakjisa
publisher, 1997.
[11] M .D. Griffiths, M. N. O. Davies, and D. Chappell, "Breaking the
Stereotype: The Cases of Online Gaming", Cyber Psychology and
Behavior, Vol.6, No.1, 2003, pp.81-91.
[12] Taylor, "Multiple Pleasures: Women and Online Gaming", 9 (1): 21,
Convergence: The International Journal of Research into New Media
Technologies, 2003.
[13] Nick Yee, "The Demographics, Motivations and Derived Experiences of
Users of Massively Multi-User Online Graphical Environments",
Teleoperators and Virtual Environments, 15, pp.309-329, 2006.
[14] Horner, "M. S. Toward and understanding of achievement-related
conflicts in women" in 1972, Journal of Social Issues, 28, pp. 157-176.
[15] Hye-ryeon sim, Cyberspace era aesthetics -A new beauty to dominate the
world, Salim Publisher, pp.191-193, 2009.
@article{"International Journal of Business, Human and Social Sciences:58677", author = "Jooyeon Yook and Wonjun Ko", title = "Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender", abstract = "As the Social network game(SNG) is rising
dramatically worldwide, an interesting aspect has appeared in the
demographic analysis. That is the ratio of the game users by gender.
Although the ratio of male and female users in online game was
60:40% previously, the ratio of male and female users in SNG stood at
47:53% which shows that the ratio of female users is higher than that
of male users. Here, it should be noted that 35% in those 53% female
users are the first-time users of game. This fact suggests that women
who were not interested in game previously has taken an interest in
SNG. Notwithstanding this issue, there have been little studies on the
female users of SNG although there are many studies that analyzed the
tendency of female users- online game play. This study conducted the
analyzed how the game-playing tendency of SNG gamers was
manifested in the game by gender. For that, this study will identify the
tendency of SNG users by gender based on the preceding studies that
analyzed the online game users by gender. The subject of this study
was confined to the farm and urban construction simulation games
which were offered based on the mobile application platform.
Regarding the methodology of study, the first focus group
interview(FGI) was conducted with the male and female users who
had played games on Social network service(SNS) until recently. Later,
the second one-on-one in-depth interview was conducted to gain an
insight into the psychological state of the subjects.", keywords = "Social network Game, Gender, Play inclination,
Game psychology", volume = "6", number = "8", pages = "2213-9", }