Research of Gaming Activity on Smartphones

325

Abstract

This article is devoted to research of gaming activity on smartphones that took place in 2019–2020. The study has involved more than 200 people of different ages from 4 to 72 years. Respondents have answered questions about their gaming activities on smartphones. The developed questionnaire is performed in Google Forms and contains 8 questions: about age, gender, the reason for the start and continue game activity, preferred genres, the time spent on games every day, the use of online games and the cost of mobile games. The collected data helped to identify the motives for starting and continuing gaming activity on smartphones. In the study were analyzed mobile games on the iOS and Android. Analysis showed that there are relationships between genres. People who prefer a particular genre tend to choose similar genres of games. We revealed the dependence of buying games on age and time in the games every day. The older people are and the more time they spend in games every day, the more they spend money in games more willingly. Gender does not affect game activity. The choice of game genres has nothing to do with age. Such conclusions made in a research of gaming activity on smartphones.

General Information

Keywords: smartphone, mobile games, games, genre, research, age, addiction, motive, question, sample

Journal rubric: Data Analysis

Article type: scientific article

DOI: https://doi.org/10.17759/mda.2020100104

For citation: Zharkova O.G., Barbolina S.A., Afonina N.M., Volkova V.N. Research of Gaming Activity on Smartphones. Modelirovanie i analiz dannikh = Modelling and Data Analysis, 2020. Vol. 10, no. 1, pp. 75–85. DOI: 10.17759/mda.2020100104. (In Russ., аbstr. in Engl.)

References

  1. VCIOM Internet: novaya era mobilnyh ustrojstv. [Elektronnyj resurs], 2015. Rezhim dostupa: https://wciom.ru/index.php?id=236&uid=115255/ (Data obrashcheniya: 21.01.2020)
  2. Belokrenickaya P.A., Balashova K.A. Fenomen smartfonovyh zombi (smombi). Vestnik nauki i obrazovaniya. 2019. № 1–1 (55). URL: https://cyberleninka.ru/article/n/fenomen-smartfonovyh-zombi-smombi (data obrashcheniya: 18.02.2020)
  3. Igrovoj rynok, trendy i prognozy – bol’shaya analitika ot App Annie. Habr [Elektronnyj resurs] – URL: https://habr.com/ru/company/pixonic/blog/443746/ (data obrashcheniya: 20.02.2020)
  4. Kruhmaleva O.V., Kruhmalev E.V. Sovremennye igrovye ustrojstva v zhizni detej i podrostkov: sociokul’turnyj analiz. Kul’tura i obrazovanie: nauchno-informacionnyj zhurnal vuzov kultury i iskusstv. 2017. № 2 (25). URL: https://cyberleninka.ru/article/n/sovremennye-igrovye-ustroystva-v-zhizni-detey-i-podrostkov-sotsiokulturnyy-analiz (data obrashcheniya: 07.03.2020)
  5. Li A.V. Vliyanie mobilnyh i multimedijnyh ustrojstv na kognitivnye funkcii podrostkov. BMIK. 2015. № 5. URL: https://cyberleninka.ru/article/n/vliyanie-mobilnyh-i-multimediynyh-ustroystv-na-kognitivnye-funktsii-podrostkov (data obrashcheniya: 09.03.2020)

Information About the Authors

Olga G. Zharkova, Student, Moscow State University of Psychology and Education, Moscow, Russia, e-mail: olga.milk.13@yandex.ru

Svetlana A. Barbolina, Student, Moscow State University of Psychology and Education, Moscow, Russia, e-mail: viplanastar@mail.ru

Natalia M. Afonina, Student, Moscow State University of Psychology and Education, Moscow, Russia, e-mail: anyafler@mail.ru

Valentina N. Volkova, Student, Moscow State University of Psychology and Education, Moscow, Russia, e-mail: valuha160@mail.ru

Metrics

Views

Total: 861
Previous month: 9
Current month: 1

Downloads

Total: 325
Previous month: 6
Current month: 4