Motywy grania w gry wideo w kontekście czasu. Wyniki badań empirycznych

Autor

  • Bartosz Mazurkiewicz Poznań University of Economics and Business
  • Magdalena Stefańska Poznań University of Economics and Business

DOI:

https://doi.org/10.18778/2391-8551.07.01

Słowa kluczowe:

gry, gry wideo, motywacja graczy, typologia graczy, czas grania

Abstrakt

Gry wideo są jedną z najpopularniejszych form spędzania wolnego czasu. Mnogość gier oraz sposobów grania (indywidualnie, zespołowo, online, offline itp.) sprawia, że gracze mogą dzięki nim zaspokajać różne potrzeby. Tym samym z punktu widzenia twórców gier istotne staje się rozpoznawanie tych potrzeb oraz dostosowywanie produktu do oczekiwań graczy. Biorąc pod uwagę dynamiczny rozwój rynku gier wideo, interesujące wydaje się rozpoznanie motywów, którymi kierują się gracze, spędzając czas na graniu. Celem artykułu jest zatem identyfikacja motywów graczy ze względu na rodzaj zaspokajanej potrzeby oraz znalezienie odpowiedzi na pytanie, czy istnieje związek między czasem spędzanym na grach a motywami grania (czy fakt, że dłużej gramy, zmienia rodzaj zaspokajanej potrzeby?). W tekście powołano się na wyniki badań własnych przeprowadzonych wśród graczy w kwietniu 2020 roku, na próbie 2527 graczy w Polsce. Podmiotem badania były osoby, które grają aktywnie w gry wideo – codziennie lub kilka razy w tygodniu.

Biogramy autorów

Bartosz Mazurkiewicz - Poznań University of Economics and Business

Bartosz Mazurkiewicz – Assistant Professor in the Department of Marketing Strategy at the Poznań University of Economics and Business. Major fields of scientific research: video games, on-line marketing communication, social media marketing and virtual worlds. Member of the Polish Scientific Marketing Association and the Games Research Association of Poland.

Magdalena Stefańska - Poznań University of Economics and Business

Magdalena Stefańska – Associate Professor in the Department of Marketing Strategies at the Poznań University of Economics and Business. Major fields of scientific research: consumer behaviour, corporate social responsibility, on-line marketing communication. Member of EBEN (European Business Ethics Network).

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Opublikowane

2021-10-15

Jak cytować

Mazurkiewicz, B., & Stefańska, M. (2021). Motywy grania w gry wideo w kontekście czasu. Wyniki badań empirycznych. Replay. The Polish Journal of Game Studies, 7(1), 7–26. https://doi.org/10.18778/2391-8551.07.01

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