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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Gaming, Flow, Genre and Gender:
A Mixed Methods Approach
Megan McDonnell Jamie O’Connor
N00092018 N00091866
Sorcha Doyle Vanessa Lewis
N00092100 N00091166
Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Abstract
This study aims to investigate whether there will be a difference across participant groups in
time spent playing 3 different genres of video game, where time spent playing is an indication
of the experience of flow. An Apple iPod Touch was used to conduct this study. The chosen
games and genres include PingPong (sports) JailBreaker2 (arcade) and Angry Birds Free
(puzzles). A repeated measures ANOVA was calculated and no significance was observed
(F[2,28] = 2.613, p = .091). However, a Spearman Correlation indicated a positive
relationship (r = .667, p = .007) between average gaming time per week and mean time spent
playing each of the 3 genres of video game. A secondary hypothesis, that gender will have an
effect on video game preference was also investigated. A Pearson Chi-Square was performed
and significance was observed (p = .011, df = 2).
Introduction
Csikszentmihalyi (1990) first presented ‘flow’ and defined it as the holistic sensation that
people feel when they act with total involvement. Hoffmann and Novak (1996) have also
provided a definition of flow in relation to technology, which may arguably be more relevant
to the current study; a basic enjoyment through interacting with computers, which can also be
accompanied by a loss of self-awareness.
Limperos, Schmierbach, Kegerise and Dardis (2011) have researched flow in the context of
gaming, and concluded that flow is often experienced by players when there are high levels
of interaction between the console, controller and player. The study is highly focused on flow
across consoles however, and flow across different genres of games seems to have been
neglected. This study aims to investigate whether there will be a difference across the
participant groups in time spent playing 3 different genres of video game, where time spent
playing is an indication of the experience of flow.
Beylefeld & Struwig, (2007) have studied third level medical students who showed a lack of
interest and enthusiasm when it came to learning about microbiology. In order to tackle this
issue, a state of flow was induced by implementing a board game. After two questionnaires
were administered and the data analysed, it was found that the board game did in fact induce
flow. Again, flow is observed while gaming, but only a single genre of game, i.e. a board
game is studied.
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
As previously stated, the purpose of this study is to investigate whether there will be a
difference across the participant groups in time spent playing 3 different genres of video
game, where time spent playing is an indication of the experience of flow. It is expected that
participants will perceive that they have played a particular game for a shorter time than the
actual time spent playing. What is meant by this is that the participant will play beyond the 15
minute guideline, due to being in a state of flow. Csikszentmihalyi, (2002) proposed that
people experiencing flow can be seen as being naturally motivated, unaware of themselves
while a task is being performed and losing the sense of time passing.
The second hypothesis under investigation in the current study is that gender will have an
effect on video game preference. Research conducted by Companion and Sambrook (2008)
has found that significantly more males will choose more violent, combat-orientated games,
as opposed to females, who commonly choose less violent and more nurturing options. Due
to these findings, non-gender-specific genres of game were carefully chosen so as not to
leave game preference to stereotype.
It has been noted (Hayes 2005; Cohen, 2009) that statistically, women are more likely to play
more “puzzle” games, and men more “action” games. This is often misinterpreted as their
subsequent preferred genre of game. It may simply be that women play puzzle games due to
convenience (i.e. puzzle games may be less time-consuming, cheaper and more readily
available) rather than preference. To avoid this misconception, game preference will be self-
reported on this occasion.
This study aims to further previous research in the area and provide conclusive answers to
both hypotheses:
H1: There will be a difference across the participant groups in time spent playing 3 different
genres of video game, where time spent playing is an indication of the experience of flow.
H2: Gender will have an effect on video game preference.
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Method
Design
An observational experiment was carried out in order to investigate whether or not a
difference will be observed across participant groups in time spent playing 3 different genres
of video game, where time spent playing is an indication of flow. Whether or not a
relationship exists between gender and game preference was also investigated.
Participants
Fifteen students (of which there were 8 male, and 7 female, see figure 1 below) from an Irish
third-level institution were selected to participate in this study. Age ranged from 18 to 24
years (M = 20.7 years, SD = 1.9 years), with a median age of 21 years and mode of 22 years.
Figure 1. Gender Distribution
Apparatus
An Apple iPod Touch was used to conduct this study. All three games were downloaded onto
the console free of charge from the Apple "AppStore".The chosen games and genres are as
follows:
1. Ping Pong (sports)
2. Jail Breaker2 (arcade)
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
3. Angry Birds Free (puzzle)
A stopwatch was used in order to time participants while playing.
Procedure
Each participant was selected and asked to play a series of three different games on the
chosen console. Participants received briefing form prior to taking part, where aims of the
study and instructions were outlined (see appendix a). A consent form was then administered,
where participants also volunteered information about their average time spent gaming per
week (see appendix b).
Prior to actual game play, each participant watched a demonstration of the game. Each
participant was then timed while playing the three different games and told to stop when they
thought 15 minutes had passed. Data was recorded on a stopwatch (in seconds) and
immediately typed into a spread sheet (see appendix c). No timers or clocks were visible
during testing. Following testing, participants were debriefed accordingly (see appendix d).
Data was analysed using SPSS (see appendix e, f, g for output). A repeated measured
ANOVA was calculated to investigate whether or not a difference will be observed across
participant groups in time spent playing 3 different genres of video game, where time spent
playing is an indication of flow. A Spearman correlation was also calculated in order to
investigate whether or not there was a relationship between participants time spent gaming
per week and their average time spent playing the three different game genres. Finally, a
Pearson chi-square was calculated in order to investigate whether or not gender had an effect
on game preference.
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Results
A repeated measures ANOVA (see table 1 below) was calculated and no significance was
observed (F[2,28] = 2.613, p = .091).
Table 1. Summary ANOVA table
A Spearman Correlation was then carried out using mean scores for each participant across
the 3 genres and the average time spent gaming per week (see figure 2 below), and a
moderately strong positive correlation was evident (r = .667, p = .007).
Figure 2. The relationship between mean time spent playing across the 3 genres and average
time spent gaming per week.
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Source of Variance SS df MS Fobs Fcv
Individual 410063.07 14 29290.22
Occasions 207116.98 2 103558.49 2.61 3.340
Residual 1109505.06 28 39625.18
Total 1726685.11 44
Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Finally, a Pearson Chi-Square (see figure 3 below) was calculated and significance was again
observed (p = .011, df=2).
Figure 3. Gender and game preference
Discussion
A Repeated Measures ANOVA and a Pearson Chi-Square were used to analyse the data from
this experiment. A non-significant result was observed when the repeated measures ANOVA
was calculated, therefore the H1 was rejected; there is no difference across the participant
groups in time spent playing 3 different genres of video game, where time spent playing is an
indication of the experience of flow.
This is possibly due to the small sample size, differences in environment when testing took
place and also differences among the four researchers and their attitudes/bias. Also, the
sample selected was due to convenience, i.e., all participants were Irish third-level
undergraduate students, from the same institute and with a relatively small age range (18 –
24years).
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Due to a lack of significance in the repeated measures ANOVA, a Spearman Correlation was
calculated in order to investigate whether or not there was a relationship between participants
gaming time per week and their average time spent playing the three different game genres,
and a significant result was observed.
A significant result was also observed when a Pearson Chi-Square was calculated and the H2
was accepted; gender has an effect on video game preference. It is possible a significant
result was observed due to an almost equal number of males to females given the parameters
of the study. Also, the participant’s game preference was self-reported rather than statistically
calculated from a possible confounding variable, such as time, or stereotypical “favourites”
for males and females.
As previously stated, a relatively small sample size was tested in this experiment, resulting in
a lack of generalizability. The minimal variation in demographics such as occupation,
nationality and age in the study also has a negative effect on generalizability.
There are also issues surrounding the use of time spent playing each game as an indication of
flow. It is difficult to know whether or not this is an accurate measurement scale, or if flow is
being measured at all; it is possible that simply enjoyment is being measured. Possibly a state
scale such as The Dispositional Flow State Scale 2 (Jackson & Eklund, 2002) may be more
accurate in measuring flow.
As Hoffman and Novak (1996) and Csikszentmihalyi (2002) have stated, those who
experience flow usually develop a sense of unawareness. It is possible that due to the
instructions given by researchers to participant’s to play each game for their perception of 15
minutes, that participants may have been too focused on the time passing to become
“unaware”, and therefore would be unable to experience flow. Emulations of the study in the
future may benefit from merely stopping participants after 15 minutes of gameplay, and
instructing participants to indicate how much time they have perceived to have passed. This
may minimize the fixation on time, and subsequently encourage a sense of flow.
The researcher’s presence during the observation may also have been a confounding variable.
Many participants reported feeling uncomfortable or uneasy during gameplay. Pressure
seems to have added to this unease, as participants also commented that they felt they had to
perform well in the game in order to take part in the study. A more naturalistic observation
may be advisable for future research.
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Further research may benefit if demographics were varied and sample size increased, and also
if participants were selected due to having an interest in a particular game, on the grounds
that someone is more likely to reach a state of flow playing a game that they already enjoy,
rather than a novel game. Also, upon testing, it may be beneficial to have only one researcher
and a controlled environment for all participants in order to create a sense of continuity.
It also may be beneficial to expand the research across different consoles within the one study
in order to suit a particular game. In line with research by Limperos, Schmierbach, Kegerise
& Dardis (2011), a player is more likely to experience flow during a game if the controller is
interactive; it is possible that a participant playing “Just Dance” on a motion sensor activated
console such as the Nintendo Wii is more likely to become engaged (and therefore experience
flow) in the game than if they were playing the same game using a more traditional “plugin”
controller.
To conclude, this study suggests that different genres of video game will not result in
different levels of flow. However it is interesting to note the relationship between gender and
genre preference in games and also the positive correlation between average time spent
gaming per week, and time spent playing the three different genres of game in this study.
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
References
Beylefeld, A. A., & Struwig, M. C. (2007). A gaming approach to learning medical
microbiology: students' experiences of flow. Medical Teacher, 29(9/10), 933-940.
Cohen, A. M. (2009). Closing the Gender Gap in Online Gaming.Futurist, 43(6), 10-11.
Companion, M., & Sambrook, R. (2008). The influence of sex on character attribute
preferences. Cyberpsychology & Behavior, 11(6), 673-674.
Csikszentmihalyi M. (2002). Flow: The Classic Work on How to Achieve Happiness.
London: Rider.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York:
Harper and Row.
Hayes, E. (2005). Women, Video Gaming & Learning: Beyond Stereotypes. Techtrends:
Linking Research & Practice To Improve Learning, 49(5), 23-28.
Hoffman, D.L., Novak, T.P., (1996). Marketing in hypermedia computer- mediated
environments: Conceptual foundations. Journal of Marketing 60(1), 50-68.
Jackson,S. A., & Eklund, R. C. (2002). Assessing flow in physical activity: The flow state
scale-2 and dispositional flow scale-2. Journal Sport & Exercise Psychology, 24(2),
133-150.
Limperos, A. M., Schmierbach, M. G., Kegerise, A. D., &Dardis, F. E. (2011). Gaming
Across Different Consoles: Exploring the Influence of Control Scheme on Game-
Player Enjoyment. Cyberpsychology, Behavior& Social Networking,14(6), 345-350.
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Appendices
Appendix a – Briefing form
Briefing Form - Cyberpsychology Experiment
In this experiment you will be required to play 3 Games on an iPod touch. The three games
are as follows:
1. Ping Pong (Genre: Sport)
2. Angry Birds Free (Genre: Puzzle/Action)
3. JailBreaker 2 (Arcade)
All games have are free to download from the Apple "AppStore".
You will be asked to play the three aforementioned games and inform the experimenter when
you think that you have been playing each game for 15 minutes, without the use of any time
measuring apparatus (i.e., no clocks/stopwatches will be visible). Afterward, your favourite
game will be noted.
Please note that any data collected will be used only for the purposes of the study and that
you may withdraw at any time.
If you are willing to take part, please fill in the consent form attached and return to one of the
experimenters.
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Appendix b – Consent form
Consent Form - Cyberpsychology experiment
Age:
Gender:
Occupation:
Taking all consoles (including phone, iPod, computer etc.) into account, how much
time would you spend gaming per week?
< 30 mins 1hr 2-4hrs
4-8hrs 8-12hrs > 12hrs
Signed:
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C
Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Appendix c – Data Collection
Participant Age GenderTime spent playing PingPong (Medium Difficulty) in secs
Time spent playing Jailbreaker 2 in secs
Time spent playing Angry Birds (Free) in secs
Preferred Game
Time Spent Gaming (per week)
Average Time spent Playing the 3 Genres of Game
1 18 Male 685 578 1110 Jailbreaker 2 8-12hrs 791.002 19 Female 574 777 746 Angry birds 4-8hrs 699.003 23 Male 792 1014 988 Jailbreaker 2 > 12hrs 931.334 20 Male 738 1063 523 Jailbreaker 2 > 12hrs 774.675 21 Male 1002 592 569 PingPong 4-8hrs 721.006 18 Female 422 557 949 Angry Birds 1hr 642.677 21 Female 559 848 695 Angry Birds 4-8hrs 700.678 22 Female 611 508 544 PingPong 1hr 554.339 21 Male 663 554 1343 Angry Birds 8-12hrs 853.3310 24 Female 618 939 734 PingPong 2-4hrs 763.6711 22 Male 567 640 867 Jailbreaker 2 8-12hrs 691.3312 19 Female 623 982 862 Angry Birds 4-8hrs 822.3313 22 Female 502 688 824 Angry Birds 2-4hrs 671.3314 18 Male 804 954 814 Jailbreaker 2 > 12hrs 857.3315 22 Male 765 1009 759 Jailbreaker 2 2-4hrs 844.33
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Appendix d – Debriefing form
Debriefing Form - Cyberpsychology Experiment
The purpose of the experiment was to investigate whether or not people perceive time to be
passing more quickly when gaming due to being in a state of flow.
We will also investigate whether or not gender has an effect on video game genre preference.
If this experiment has caused you any worry, discomfort or anxiety, please do not hesitate to
contact the student services on 01 239 4650 or alternatively, e-mail the student counselor at
If you would like to withdraw from the study at any time, please contact one of the
researchers listed below and your data will be destroyed or returned to you upon request.
Thank you for your participation.
Researchers: Megan McDonnell - [email protected]
Vanessa Lewis - [email protected]
Jamie O'Connor - [email protected]
Sorcha Doyle - [email protected]
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Appendix e – SPSS Output: Repeated Measures ANOVA
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Appendix f – SPSS Output: Pearson Correlation
Correlations
AvgTimeAcrossGenres TimeSpentPlayingPerWeek
Spearman's rho AvgTimeAcrossGenres Correlation Coefficient 1.000 .667**
Sig. (2-tailed) . .007
N 15 15
TimeSpentPlayingPerWeek Correlation Coefficient .667** 1.000
Sig. (2-tailed) .007 .
N 15 15
**. Correlation is significant at the 0.01 level (2-tailed).
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Gaming, Flow, Genre and Gender: A Mixed Methods Approach
Appendix g - Pearson Chi-Square
Case Processing Summary
Cases
Valid Missing Total
N Percent N Percent N Percent
Gender * PreferredGame 15 100.0% 0 .0% 15 100.0%
Chi-Square Tests
Value df
Asymp. Sig. (2-
sided)
Pearson Chi-Square 8.973a 2 .011
Likelihood Ratio 11.502 2 .003
N of Valid Cases 15
Statistics
Gender PreferredGame
N Valid 15 15
Missing 0 0
PreferredGame
Frequency Percent Valid Percent
Cumulative
Percent
Valid PingPong 3 20.0 20.0 20.0
Jailbreaker2 6 40.0 40.0 60.0
AngryBirds 6 40.0 40.0 100.0
Total 15 100.0 100.0
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Gender * PreferredGame Crosstabulation
PingPong Jailbreaker2 AngryBirds
Gender Male 1 6 1 8
Female 2 0 5 7
Total 3 6 6 15
Gender
Frequency Percent Valid Percent
Cumulative
Percent
Valid Male 8 53.3 53.3 53.3
Female 7 46.7 46.7 100.0
Total 15 100.0 100.0
Gaming, Flow, Genre and Gender: A Mixed Methods Approach
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