AS Edexcel Psychology - Study Into Modern Gamers (2010)

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    1 Social Psychology Study Into Gamers | Ian Lai & Amir Abdullah Sani

    REPORT CONTENT PAGE

    INTRODUCTION 2

    The Aim The Hypothesis

    METHOD / PROCEDURE 3 7

    Introduction 3 Experiment Advertisements (Images) 4 5 Ethics: Disclaimer 6 Ethics: Further Explained 7

    THE QUESTIONNAIRE (ANNOTATED) 8 14

    Online Questionnaire (Screenshot) 13 Images Used 14

    RESULTS 15 20

    Stratified SampleCONCLUSIONS 21

    EVALUATION 22

    BIBLIOGRAPHY / CREDITS 23

    Feedbacks From Participants

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    INTRODUCTION

    From the 3rd

    to 9th

    of October 2010, Muhammad Amir Abdullah Sani and Ian Lai carried out an online

    questionnaire to study console gamers. The questionnaire conducted focused on investigating the

    in-group attitudes from a group of gamers towards an out-group of non-gamers or gamers with an

    entirely opposing choice of gaming genre, and vice versa.

    Amir and Ian: Study Into Modern Gamers (2010)

    The Aim

    The sole purpose of this experiment was to investigate if the formation of social groups is instigated

    as a result of games, the roots of conflict between different groups of gamers and whether or not,

    prejudice is present as a result of different types of games.

    The Hypothesis

    Before the start of this experiment, Muhammad Amir Abdullah Sani and Ian Lai predicted that:

    There is a difference in attitudes and people prefer those who share a similar gamingpreference compared with those that have a highly dissimilar gaming preference or none at

    all.

    The in-group would generally discriminate and act prejudice towards members of an out-group due to their contrasting gaming preferences, and vice versa.

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    THE METHOD

    The online questionnaire was constructed on the popular LimeSurveyweb software. In order to

    satisfy the ethical guidelines, a detailed disclaimer was used on the front of the questionnaire that

    requested the participants acceptance before proceeding with the questionnaire.

    The questionnaire consists of 15 questions divided into 5 distinct categories of:

    Background: questions relating to the participant. Gaming Preferences: questions relating to the participants gaming background. Gaming Attitudes: questions relating to how a participant feels about certain games or the

    people playing these certain games.

    Gaming Opinions: questions on a participants opinion pertaining to 4 different games. Conclusion: closing questions to consolidate the participants answers.

    The questions were organised from the less sensitive to the more sensitive questions. A few controls

    were introduced in the process in order to sustain the experiments reliability, such as:

    Private Access: the questionnaire was set on private to prevent contamination of theresults, as the experiment required responses from specific groups of people that were well-

    informed of the questionnaires aims.

    One Chance: participants were only allowed ONE attempt in taking the questionnaire toprevent a possible contamination of the results through retakes.

    Survey Tokens: tokens were used by the participants to unlock the private questionnaireand to allow categorization of the participants.

    Three different sampling methods were used, as followed:

    Stratified SamplingThe questionnaire was advertised on different locations including a web community that

    focused strongly on one game and a web community that focused on a range of different

    games. On the community that focused strongly on one game, they were assigned a survey

    code of, 3455, on the other community, they were assigned, 3411.

    Volunteer / Self-SelectedA group of random participants also participated in the questionnaire. They consisted of

    people from websites including: Twitter, Facebook and viewers of Ians personal website.

    These participants were assigned the survey code 2772and 4141.

    Opportunity Sampling / Grab SamplingMuhammad Amir Abdullah Sani and Ian Lai chose random participants that were online on

    their instant messaging contact lists and asked if they would be willing to do a questionnaire.

    These participants were given the survey code 1122if they played games often, 1111if

    they do not play games often and 4747if unsure which category they best fit in.

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    THE METHOD: EXPERIMENT ADVERTISEMENTS

    Location Image

    Twitter

    Facebook

    IansPersonal

    Website

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    KryptoDEV

    UMaple

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    THE METHOD: ETHICS

    The experiment was conducted after close examination of major, universal ethical guidelines and

    standards. Participants were consistently reminded of their rights, their privacy and the experiment

    they were taking part in. Below is an image of the disclaimer used at the start of the questionnaire:

    This disclaimer was prepended the beginning of every participants questionnaire. There were no

    amendments made throughout the experiment. Participants were required to review the above

    disclaimer before clicking Next to proceed with the questionnaire. Upon doing so, they were

    prompted for a survey code/token:

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    THE METHOD: ETHICS (CONTINUED)

    COMPETANCE

    Muhammad Amir Abdullah Sani and Ian Lai are both qualified and educated AS Level Psychology

    students with sufficient knowledge to carry this experiment out. The questionnaire received

    numerous approvals from colleagues to confirm that it does not contain any inappropriate content

    or questions.

    RIGHTS TO WITHDRAW

    As evident from the questionnaires disclaimer, participants were free at any point oftime, to

    withdraw from completing our questionnaire. The disclaimer also states, Upon completion, you

    have all rights to withdraw your submission from our study without question...which allowed

    participants to withdraw their results even after they have completed the questionnaire.

    This was additionally reinforced on our advertisements (see images above) stating, You can choose

    to quit this questionnaire or withdraw at any point of time. Thus, participants were given the

    highest and optimum degree of withdrawal privileges.

    This guideline was clearly in practice as there were several participants that ticked the checkbox at

    the end of the questionnaire, to opt out along with several participants that left the questionnaire

    unfinished.

    INFORMED CONSENT

    All the participants were given complete informed consent before carrying out the questionnaire

    with no specific deadlines given as to when they wish to take it. Participants self-volunteered

    themselves to take our questionnaire and denied if they did not want to.

    AVOIDING DECEPTIONAll the participants were thoroughly briefed as to the experiments aims via the disclaimer (see

    images above) as well as on some of the advertisements. Participants were allowed to ask questions

    regarding the experiment and they were not deceived in any way.

    DEBRIEFING PARTICIPANTS

    Muhammad Amir Abdullah Sani and Ian Lai obtained informed consent from participants before

    they began the questionnaire thus rendering debriefing unnecessary. Participants were told to read

    the introduction of the study as well as the privacy policy before giving informed consent to ensure

    they were in the same state after completing the questionnaire as they were before completing it.

    Participants were also allowed to ask questions or provide feedback at the end of the questionnaire.

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    THE QUESTIONNAIRE: ANNOTATED

    The following is a sample of the complete online questionnaire in print-ready format, annotated.

    The questions are presented in the following manner:

    Category

    - Category Description

    Question # [ID] Question

    - Instruction(s)

    - Option(s) / Answer Block(s)

    - Additional Help / Information

    Background

    General questions about you.

    Participants were given the ability to

    choose from a range of ages or specify

    their current age

    We included this question as it would

    help us determine if age has an

    influence in gaming prejudices and

    whether or not they associate better

    with their group due to age.

    We included this question to distinguish

    between opinions from females and

    males, and whether or not gender has

    an influence in gaming prejudices and

    discrimination.

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    Participants were given the ability to

    select their preferred types of games

    and state a reason why, if any.

    We included this question as it would

    help us later on, access whether or not

    they are prejudice or discriminatory

    towards the type(s) of games they did

    not select.

    It would also allow us to compare and

    contrast results between participants

    with opposing choices of games.

    Gaming Preferences

    Questions on your gaming background.

    We asked this question to find out

    where gamers felt more comfortable

    playing their games. If a large

    percentage of gamers played at publiclocations such as internet cafe's it

    became possible to assume these

    gamers would have a significantly

    higher level of prejudice towards other

    gamers as these gamers tend to play

    in groups of players playing the same

    game.

    We asked this question to see how

    much of a gamer the participant was.

    The more hours a participant spends

    playing the more loyal they become to

    their favourite games. We wanted to

    see if this affected their level of

    prejudice towards their peers.

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    This question allowed to us to find out

    if gamers had negative attitudes

    towards their 'out-group' peers and

    positive attitudes towards their 'in-

    group' peers.

    Gaming Attitudes

    Questions relating to how you feel about certain games or the people playing these certain games.

    We asked this question to find out if

    gamers that tend to play with their

    friends, have a higher level of prejudice

    towards others that play alone.

    This question was asked to find out if

    there were any recurring games thatcame out more often than others in the

    final results.

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    From questions 10 to 13, participants

    were presented with an image and

    description of a game. All 4 of these

    games are different in terms of thegameplay.

    MapleStory is a Massively-Multiplayer

    Role-Playing game (MMORPG); Call of

    Duty is a First-Person Shooter (FPS);

    FarmVille is a Simulation game, and

    StarCraft 2 is a Real-Time Strategy

    game (RTS).

    Participants were asked for their

    opinions based on the outlook of these

    games. This was used so we could

    investigate whether people who do

    not play one of the games or dislike

    any of them, would discriminate it and

    develop biased views towards the

    game as it is different from the types

    of games they prefer.

    The images required for the next set of questions (images 1.1, 1.2, 1.3 and 1.4 respectively) will be

    appended to the end of this annotated questionnaire. On the online version, it would be present on

    the question itself for participants to see (refer to the appended images at the end of this

    questionnaire to see how this is achieved).

    Gaming Opinions

    Questions on your opinions about random games.

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    These closing questions was asked

    to help us consolidate our results

    with the question directly relating toour hypothesis.

    Conclusion

    Closing questions to consolidate your answers. Please answer with complete honesty.

    Online Questionnaire (Screenshot)

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    THE QUESTIONNAIRE: IMAGES USED

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    RESULTS

    Throughout a period of 1 week, there were a total of73 responses 47 complete and 26

    incomplete. All 26 incomplete responses are considered as withdrawals by the participants and will

    not be included in the final results. As some questions allowed participants to skip or select, No

    Answer, the total responses for each question may vary. Anomalies and responses made by

    participants that requested a full withdrawal are not included.

    Background

    The majority of the participants were males under the age of18 with 58% belonging to the 16 to 18

    age group. The participants generally preferred First-Person Shooter, Real-Time Strategy or Role-

    Playing games. In terms of favourite genre, they generally preferred military games. There was also a

    higher preference for multiplayer games over single player games.

    On average, 78% of the participants spend around 11.71875 hours a week playing games. The

    remaining 22% of participants spends over 40 hours a week playing games. When asked, When you

    decide to play, who do you often play with?majority of participants selected Friends, however,

    86% selected Home when asked where they would often play.

    Below are common games are participants are currently playing and its type:

    Call of Duty (Modern Warfare / Modern Warfare 2) First Person Shooter (FPS) Warcraft: Defence of the Ancient Real-Time Strategy (RTS) MapleStory Massively Multiplayer Online Role-Playing Game (MMORPG) Counter Strike: Source / Condition Zero First Person Shooter (FPS) Starcraft 1 / 2 Real-Time Strategy (RTS)

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    RESULTS

    Gaming Attitudes

    Around 50% of the participants prefer people with similar choices of games. However, 88% are

    comfortable with anyone regardless of their choices of games and 63% get along with everybody.

    Out of all the participants, 53% shares a similar choice of games with their peers; 19% are unsure.

    42% of participants agreed that they tend to play a game because of their friends; 44% disagreed

    with the remainder unsure.

    Gaming Opinions: MapleStory

    The above results for MapleStory are the overall results from all the legitimate responses by our

    participants. For results of our stratified samples, please refer to the end of our results page. There is

    a clear balance between opposition and support for this game.

    0

    10

    20

    30

    40

    50

    60

    70

    Strongly

    Disagree

    Disagree Not Sure Agree Strongly

    Agree

    I tend to play a game cause

    my friends do

    My friends all share a

    similar choice of games

    I get on with everybody

    I like people even if they do

    not prefer my choice(s) of

    games

    I like people who prefers mychoice(s) of games

    0

    10

    20

    30

    40

    50

    60

    70

    80

    Strongly

    Disagree

    Disagree Not Sure Agree Strongly

    Agree

    I will try it out if my friends

    asks me to

    I would encourage others

    to try this game

    I think this game is fun

    I am interested in knowing

    more / interested in this

    game

    I have heard about / played

    this game

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    Gaming Opinions: Call of Duty Modern Warfare 2

    Majority of the participants were strongly supportive for this game. They believed it was fun,

    interesting and they would most likely encourage their friends to play it or even try it out if their

    friends recommended it to them.

    Gaming Opinions: FarmVille

    This game lacked popularity amongst our participants. Majority of participants were strongly against

    this game and felt it was uninteresting, not fun and they would not try it or recommend it to their

    friends.

    0

    20

    40

    60

    80

    100

    120

    Strongly

    Disagree

    Disagree Not Sure Agree Strongly

    Agree

    I will try it out if my friends

    asks me to

    I would encourage others to

    try this game

    I think this game is fun

    I am interested in knowing

    more / interested in this

    game

    I have heard about / played

    this game

    0

    10

    20

    30

    40

    50

    60

    70

    80

    90

    100

    Strongly

    Disagree

    Disagree Not Sure Agree Strongly

    Agree

    I will try it out if my friends

    asks me to

    I would encourage others to

    try this game

    I think this game is fun

    I am interested in knowing

    more / interested in this

    game

    I have heard about / played

    this game

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    RESULTS

    Gaming Opinions: Starcraft II Wings of Liberty

    Conclusion

    0

    10

    20

    30

    40

    50

    60

    70

    80

    90

    100

    Strongly

    Disagree

    Disagree Not Sure Agree Strongly

    Agree

    I will try it out if my friends

    asks me to

    I would encourage others to

    try this game

    I think this game is fun

    I am interested in knowing

    more / interested in this

    game

    I have heard about / playedthis game

    23 1818

    Have you ever judged someone based on

    a game they play and how?

    Yes

    No

    25 1515

    Do you currently have a favourite game, if

    so, do you think it is better than all othergames, why?

    Yes

    No

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    RESULTS

    When asked how the participant judged someone based on a game they play, several common

    responses includes the following (in no specific order):

    People have the rights to choose a game. It is matter of opinion.

    People should be judged by their character, language, culture and other factors. The choiceof games is not an important factor of friendship.

    No. Games are just for leisure. Games are a way of people to trigger their imagination andcreativity. Just because they steal a car in GTA, doesnt mean they will do it in real life.

    Yes. I make fun of people that play cissy games. Hard core games are the best. Violent games have the potential to make people violent. MapleStory and FarmVille are for losers. If they play Club Penguin or Runescape when they are 15. When someone plays online poker, I assume the person was confident in playing card games

    and that he understood qualitative games and activities better.

    If they play too much, they have no life. Yes. When they suck / lie about being pro Blame teammates for loss.

    Participants were also asked if they had a favourite game and whether or not they think it is better

    than other games and why, below are a few common responses (in no specific order):

    No. I play a different game every week. All games are meant to be unique in their own way and shouldnt be compared with others. If I had a favourite game, I would obviously think it is better. Personal choice. I prefer it / suits my taste / used to it. Strong fan base / large network / fun to interact with people and friends. Rich storyline and atmosphere. Cool, fun, amazing and better than all other s*** **s lame PS3 games or PC games out

    there.

    A lot of freedom / I can do nearly anything I want / not difficult / little commitments. Expansive map. Vast features and ability to customise.

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    CONCLUSION

    Although 50% of the participants preferred people with similar choices of games, there is a tolerance

    in 86% of them for people with different choices of games. As around 50% of our participants agreed

    that they share a similar gaming preference or that they would tend to play a game because of their

    friends, this is not enough to show the formation of groups as a result of different gaming

    preferences, and hence, is not sufficient in proving any sort of conflicts as a result of differentgaming preferences.

    There is a strong dissatisfaction over the game MapleStory from a group of other gamers in contrast

    with a group of MapleStory community members. These 2 groups however, share a similar gaming

    preference and hence, this is not sufficient enough in proving discrimination over a game as the

    result of different gaming preferences. The participants decision to try a game is also strongly

    uninfluenced by their peers. This further proves the unlikeliness of prejudice between an in-group

    and out-group as participants are in an autonomous state, strongly detached from group influence.

    However, due to the strong dissatisfaction over MapleStory by the in-group of gamers (the other

    gamers), prejudice by the in-group may be present and based upon other factors of the game (e.g.the features, gameplay, etc) rather than a common game theme.

    There is a strong dissatisfaction over the game FarmVille by all the participants in general. There is

    evidence of discrimination and prejudice over this game by the in-group (all the participants) as our

    participants generally comprise of male individuals that enjoys military inclined, First-Person

    Shooter, Real-Time Strategy and Role-Playing Games, with little or no support for Simulation games.

    This is further evident in results from participants opinions on Call of Duty: Modern Warfare 2 (a

    First-Person Shooter game) and Starcraft 2 (a Real-Time Strategy game). FarmVille currently has over

    62 million active users worldwide which suggests the game is enjoyable and interesting. However,

    this contradicts entirely with the judgements made by our participants that suggested the game wasnot fun or interesting, and they would not recommend it to their peers or even try it. Therefore,

    there is evidence of prejudice from an in-group towards an out-group (FarmVille) due to contrasting

    gaming preferences.

    Finally, through results from our conclusion, majority of our participants are prejudice and

    discriminatory towards a person due to their choices of games. People willjudge another persons

    personality or characteristics based on their choices of games, e.g. If you are a guy playing a girls

    game, people would think you are soft or even homosexual. However, as the ratio of Yes to No is

    almost 50:50, there is not enough evidence to prove this is generally the case with everyone and as

    some participants pointed out, people have the rights to choose what games they prefer and theyshould be judged on other important factors rather than the games they play.

    In addition to this, there is not enough evidence to prove game favouritism will result in prejudice

    and discrimination towards other games as being bad compared to their game. Therefore, conflict

    is not inevitable and as quoted from one of our participants, All games are meant to be unique in

    their own way and shouldnt be compared with others. I might think it is better, but this is my

    opinion and others may think differently too. In conclusion, we believe that discrimination and

    prejudice towards another game exists within an individual rather than a group. Peoples gaming

    preferences have no impact in the formation of an in-group or out-group and although people prefer

    people with a similar gaming preference, they are able to get along with anyone and having a similargaming preference would only allow them to have something in common to talk about.

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    EVALUATION

    There are irregularities in sampling sizes and this may affect the results. In addition to this, results

    were not very gender representative and focuses mainly on the male opinion rather than the female

    opinion. This is crucial as female may have a different opinion of for example, military games

    compared to simulation games. In terms of cultural representative, the questionnaire was posted

    online and taken by people from the United States, to Korea and the United Kingdom. It is thereforestrongly cultural representative. As there were no fix variables for the above factors, the experiment

    is not really reliable and if replicated, it might not produce a similar result.

    As results were being collected, there were several unfinished, vague or unbeneficial responses. This

    suggest that the questions is perhaps too closed for participants to place their ideas or thoughts or

    perhaps too difficult and long for them to finish. The anomalies suggest some participants did not

    take the questionnaire seriously and perhaps more attention should be given in informing

    participants about the seriousness of the study. The sources for the poorer or anomalous results

    were also primarily from open questions that produced qualitative data. The quantitative results

    however, were easier to analyse and completed more readily.

    The questionnaire was highly valid however, as images were used when asking for the participants

    opinion of a said game which allowed the participants to visualise the gameplay.

    On the last 2 questions of the questionnaire, many participants did not properly address the

    question which suggests the question is vaguely expressed and more detail should be included in the

    future to ensure the desired responses. Quite interestingly with the opinions on MapleStory, the

    group of MapleStory players selected that they were not interested in the game despite the fact

    they agreed that the game was fun, perhaps there was some misinterpretation in the question.

    As participants were fully aware of the study, their responses to the questionnaire may be biased

    and due to social desirability, as participants may not want to be seen as being prejudice or

    discriminatory over their peers based on their gaming preferences. A separate survey should

    perhaps be conducted in the future in the form of a semi-structured interview.

    As quoted by Jamie Madigan, the social identity theory explains or at least predicts the Great

    Console Wars of today and tomorrow. As proven in Tajfel and Turners experiment, they were able

    to demonstrate group favouritism within a group of boys organised through painting preferences.

    Tajfel and Turner theorized that people have a tendency to construct identities based on group

    membership and that we naturally want to be in a group of higher status (the in-group). However,

    for a group to see themselves as a group of higher status, the in-group would have to compare

    themselves with a group of lower status (the out-group) in order to raise their status.

    Our experiment may not have produced the expected results as the in-group is possibly vaguely

    defined. If participants were perhaps informed of the distribution of players between the 4 games

    they were asked to give opinions about, this could perhaps alter the results as they would either

    attempt to maintain their status or exceed the status of another group. Other key areas should also

    be explored or narrowed down, such as the gaming platform or the social identity theory within a

    specific game (e.g. competitions) or genre (e.g. First-Person Shooter - Counter Strike Vs. Call of

    Duty).

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    BIBLIOGRAPHY / CREDITS

    IGN Entertainment -http://www.ign.com/For the images used in the Gaming Opinions section.

    Wikipedia -http://en.wikipedia.org/wiki/FarmVilleFor the fact about FarmVilles total active players.

    The New York Times -http://www.nytimes.com/2009/10/29/fashion/29farmville.html?_r=1

    For consolidating Wikipedias fact about FarmVille.

    LimeSurveyhttp://www.limesurvey.orgFor providing us with a free web-based questionnaire solution.

    KryptoDEVhttp://www.kryptodev.comFor participating in our questionnaire.

    UMaplehttp://www.umaple.netFor participating in our questionnaire.

    The Psychology of Video Games -http://www.psychologyofgames.com/tag/social-identity-theory/

    How Social Identity Theory Predicted the Console Wars of 07

    Feedbacks From Participants

    Location Image

    UMaple

    KryptoDEV

    Facebook

    http://www.ign.com/http://www.ign.com/http://www.ign.com/http://en.wikipedia.org/wiki/FarmVillehttp://en.wikipedia.org/wiki/FarmVillehttp://en.wikipedia.org/wiki/FarmVillehttp://www.nytimes.com/2009/10/29/fashion/29farmville.html?_r=1http://www.nytimes.com/2009/10/29/fashion/29farmville.html?_r=1http://www.limesurvey.org/http://www.limesurvey.org/http://www.limesurvey.org/http://www.kryptodev.com/http://www.kryptodev.com/http://www.kryptodev.com/http://www.umaple.net/http://www.umaple.net/http://www.umaple.net/http://www.psychologyofgames.com/tag/social-identity-theory/http://www.psychologyofgames.com/tag/social-identity-theory/http://www.psychologyofgames.com/tag/social-identity-theory/http://www.psychologyofgames.com/tag/social-identity-theory/http://www.psychologyofgames.com/tag/social-identity-theory/http://www.psychologyofgames.com/tag/social-identity-theory/http://www.umaple.net/http://www.kryptodev.com/http://www.limesurvey.org/http://www.nytimes.com/2009/10/29/fashion/29farmville.html?_r=1http://en.wikipedia.org/wiki/FarmVillehttp://www.ign.com/