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Previous issue (2020. Vol. 10, no. 1)

Modelling and Data Analysis

Publisher: Moscow State University of Psychology and Education

ISSN (printed version): 2219-3758

ISSN (online): 2311-9454

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

License: CC BY-NC 4.0

Started in 2011

Published 4 times a year

Free of fees
Open Access Journal

 

Research of Gaming Activity on Smartphones 92

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

Barbolina S.A.
student, Moscow state University of psychology and education, Moscow, Russia
e-mail: viplanastar@mail.ru

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

Volkova V.N.
student, Moscow state University of psychology and education, Moscow, Russia
e-mail: valuha160@mail.ru

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.

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

Column: Data Analysis

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

For Reference

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