fredag 18 september 2015

Pre Theme 3

I have selected a paper from “Journal of Computer-Mediated Communication”. The journal is an open access online journal with its first publication dating back to June 1995. The journal is interdisciplinary and publish papers focused on “social science research on communicating with computer-based media technologies”.

How to be a gamer! Exploring personal and social indicators of gamer identity
by Frederik De Grove, Cédric Courtois, Jan Van Looy

The paper covers a study performed on 100 high school students who all play digital games in some form. The aim is to find personal and social factors that hold significance when identifying one self or others as gamers. The age group was selected because the authors conclude that “proportionally they represent the group of people who play the most digital games”. The method used in the study is an online survey followed up with two segments of face-to-face interviews where the student answer questions related to indicators such as age, play frequency, gender etc. The result is presented numerically with a mean value. The authors conclude that their study using indicators partly gathered from previous research could be the first to show the relative impact of said indicators and how important they are related to a gamer identity.

I believe the aim of the paper is a good one and very relevant to media technology since understanding the user is one of the important factors in creating something successful, and the gaming industry with games, hardware and social media is growing rapidly.

I do however have some objections to the choice of only focusing on high school students. The first of two reasons the authors give for choosing this group is that the statistics in their references state that “Incidence of gaming by age and gender” in average in Europe shows a peak in the youngest age group and a downward slope can be seen from there. The authors second reason for choosing the younger group is the difference between early and late adolecence that can be found within it. While I agree that this aspect is interesting, I believe the study could benefit a lot from including a group of older subjects to compare the importance of the indicators between age groups. Worth to note is that the average gamer of today is in his (yes statistically he is a male) early thirties, and 49% of all gamers in Europe covered in the study they reference is over 35 years old. With this in mind, the youngest group could in fact be an outlier that identifies more with the gamer identity, and after a certain age when the individual has matured the result could normalize. We don't get to know this from the paper but I instead got the impression that it gradually decrease over time.

While this paper could be a good reference for future studies to follow, I think it's dangerous to draw too many conclusions from the age group used alone, since it's not representative of the population as a whole.


1. Briefly explain to a first year university student what theory is, and what theory is not.

I would say first and foremost theory is not the same as a hypothesis, which is something I know that many, including myself have gotten wrong many times. The latter is just a statement that is a proposed explanation of a problem that you can test with experiments. Theory is neither data that could be the result of the earlier mentioned experiment. But with your hypothesis that you test with experiments, you can get data that you analyze and can use as a foundation for logical reasoning. From that you can form a theory that could be a general explanation or prediction of a phenomenon.
The theory of a paper is not to be confused with referencing theories of other older papers since yours has to progress the knowledge of the field, or you would simply be redoing someone elses work.

2. Describe the major theory or theories that are used in your selected paper. Which theory type (see Table 2 in Gregor) can the theory or theories be characterized as?

I had a hard time identifying the papers theory, since most of the preface is citations of other researchers theories. I do however believe that the main theory of my selected paper can be formulated as: Social context and personal consumption of the medium are linked to self-cathegorized gamer identity.

The theory is in my opinion identified as predictive. The authors do predict that different indicators might hold different significance since they chose to present their data in in a way that could easilly be meassured with eachother. They do however not dig deeper into explaining these differences and because of this I believe prediction is the best fit.

3. Which are the benefits and limitations of using the selected theory or theories?


The benefit of the papers theory is that it manages to apply theories from other fields to gamer identity that so far is a relatively unresearched area, and might be used for further research. Unfortunately, the lack of explanation to why the indicators have different significance is not covered in the study and left me feeling like something was missing.

Inga kommentarer:

Skicka en kommentar