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Keywords = gamer community

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15 pages, 359 KB  
Article
Intergenerational Meaning-Making Around Video Games: A Qualitative Study of Family Communication and Digital Socialisation
by Marta Katalin Korpics, Viktoria Domotor-Orosz and Reka Czelleng
Culture 2026, 2(2), 16; https://doi.org/10.3390/culture2020016 - 5 Jun 2026
Cited by 1 | Viewed by 427
Abstract
With the rise in digital technologies, video games have become a key arena of family communication, where relationships, norms and roles are being reinterpreted. The aim of this study is to explore the meanings attributed to video games in the narratives of different [...] Read more.
With the rise in digital technologies, video games have become a key arena of family communication, where relationships, norms and roles are being reinterpreted. The aim of this study is to explore the meanings attributed to video games in the narratives of different generations, and how they shape the dynamics of family interactions. The research employed a qualitative approach: 26 semi-structured interviews were conducted with three groups—young adult gamers, gamer parents and non-gamer parents. Through thematic analysis, we identified five main categories of meaning, along which the interviews were analysed. The results highlight that co-play has the potential to bridge the gap between generations, whilst social discourses surrounding digital media significantly influence parents’ interpretations of control and responsibility. This study interprets video games as mediated rituals of contemporary family communication, in which relationships, norms and meanings are constantly renegotiated. Full article
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25 pages, 298 KB  
Article
Beyond the Avatar: Understanding Men’s Navigation of Gaming Culture
by Bodhi Taylor and Matthew James Phillips
Societies 2026, 16(5), 160; https://doi.org/10.3390/soc16050160 - 12 May 2026
Viewed by 1208
Abstract
Current research directed toward exploring the complexities of experiences within video gaming culture often comprises male-majority yet mixed-gender samples. Although valuable, these findings do not provide a male-representative overview of male gamers and risk diluting male gamer experiences as universal to all gamers, [...] Read more.
Current research directed toward exploring the complexities of experiences within video gaming culture often comprises male-majority yet mixed-gender samples. Although valuable, these findings do not provide a male-representative overview of male gamers and risk diluting male gamer experiences as universal to all gamers, losing valuable gendered perspectives. In our study, we aimed to bridge this research gap by addressing: “What are the experiences of male gamers in online video gaming environments?” Through a qualitative, exploratory approach, underpinned by social constructionist epistemology, we conducted semi-structured interviews with 12 Australian adult male-identifying people who self-identified as online gamers (aged 18–36 years). Interviews were analysed through Reflexive Thematic Analysis, and findings present an overview of the complex social dynamics that shape male gamer experiences. Participants discussed experiences with toxicity online and frequently attributed problematic behaviour to characteristics they described as unrepresentative of male gamers broadly. They further described the sophisticated nature of online socialisation regarding the depth of bonds formed through gaming, which, at times, constitute larger online communities. These were navigated through a multitude of social criteria, revealing the underlying sociological structures that maintain dynamics within gaming environments. As such, broader concerns for the sociocultural status of men arose, particularly the problematisation of masculinity, which participants countered through identity management strategies aimed at restoring their reputation. Our findings highlight implications surrounding the importance of accounting for gendered meaning within gaming-based academic discourse and encourage public discourse surrounding problematic behaviour online to be redirected toward systems-level approaches. Full article
21 pages, 1134 KB  
Article
Gen Alpha in the Arena: The Parental Paradox in Mitigating Cyber-Trauma and Mental Health Risks in Online Gaming
by Mostafa Aboulnour Salem
Soc. Sci. 2026, 15(3), 181; https://doi.org/10.3390/socsci15030181 - 12 Mar 2026
Cited by 1 | Viewed by 1168
Abstract
Cyber-trauma has emerged as an important concern within online gaming environments, with growing implications for children’s mental health and well-being. Multiplayer games increasingly function as routine spaces for interaction, competition, and informal learning, which may expose young players to hostile behaviours such as [...] Read more.
Cyber-trauma has emerged as an important concern within online gaming environments, with growing implications for children’s mental health and well-being. Multiplayer games increasingly function as routine spaces for interaction, competition, and informal learning, which may expose young players to hostile behaviours such as harassment, hate speech, exclusion, and repeated targeting. Understanding the psychological consequences of these experiences and the protective role of family support is therefore essential. This study investigates the relationship between cyber-trauma victimisation (CV) and four mental health outcomes—depressive symptoms (DS), anxiety symptoms (AS), perceived stress (PS), and emotional distress (ED)—among Generation Alpha student gamers, while examining parental support as a moderating factor. Survey data were collected from 1223 students of diverse Arab nationalities enrolled in schools in Saudi Arabia, with Saudi nationals representing approximately 15% of the sample. The results indicate that CV is a strong and consistent predictor of all examined mental health outcomes. Higher levels of CV are significantly associated with increased depressive symptoms (β = 0.58), anxiety symptoms (β = 0.55), perceived stress (β = 0.52), and emotional distress (β = 0.60) (all p < 0.001). Parental support significantly moderates these relationships, weakening the association between cyber-trauma exposure and adverse psychological outcomes. These findings contribute to the growing literature on children’s digital well-being by demonstrating that online gaming environments can serve as meaningful psychosocial stressors for young players. The results further highlight the importance of family-centred protective mechanisms, suggesting that parental emotional support, guidance, and communication can play a critical role in buffering the mental health risks associated with hostile online interactions. Full article
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25 pages, 661 KB  
Systematic Review
A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry
by Javier Denia Mondéjar, Vanesa Pérez-Martínez and Carmen Vives-Cases
Behav. Sci. 2026, 16(3), 319; https://doi.org/10.3390/bs16030319 - 26 Feb 2026
Viewed by 3575
Abstract
Objective: This metasynthesis analyzes the current evidence on the perceptions of sexism among video game players (men and women) and the video game industry. Methods: The databases Scopus and ProQuest were used to select 15 qualitative studies in a final analysis. The analysis [...] Read more.
Objective: This metasynthesis analyzes the current evidence on the perceptions of sexism among video game players (men and women) and the video game industry. Methods: The databases Scopus and ProQuest were used to select 15 qualitative studies in a final analysis. The analysis used the reciprocal translation technique to analyze and interpret the data. Results: Three primary themes emerged: normalized violence in gamer environments (n = 13), strategies to confront sexism/gender harassment (n = 10), and internal ambivalence and tension (n = 10). The results show that female videogame players experience daily hostility due to the fact of being women in an environment of male dominance. This leads to recurring confrontations, which can result in female video game players being questioned in terms of identity and behavior by both themselves and the community. Conclusions: This metasynthesis suggests that sexism in online video game environments is not an isolated phenomenon and directly affects the experience of female video game players. Furthermore, it highlights the importance of further exploring the perceptions and experiences of different groups within gamer communities, in order to make progress towards a more egalitarian and diverse culture. Full article
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25 pages, 712 KB  
Article
What Drives Saudi Gamers? A Study of Gender, Genre, and Geography
by Sultan A. Alharthi
Behav. Sci. 2026, 16(2), 202; https://doi.org/10.3390/bs16020202 - 30 Jan 2026
Cited by 1 | Viewed by 1689
Abstract
The rapid expansion of gaming and esports in Saudi Arabia has prompted new interest in understanding how social and regional factors shape digital play. One trend is the variation in gaming preferences and motivations across gender and geographic regions. Previous research on gaming [...] Read more.
The rapid expansion of gaming and esports in Saudi Arabia has prompted new interest in understanding how social and regional factors shape digital play. One trend is the variation in gaming preferences and motivations across gender and geographic regions. Previous research on gaming behavior has often centered on Western contexts and cross-national comparisons, overlooking how subcultural variation may shape players’ motivations and genre choices. Through a nationwide survey of gamers in Saudi Arabia, distributed via gaming community platforms, we examined how gender and region relate to gaming motivations, preferred genres, and intention to continue playing. Quantitative data were analyzed using inferential statistical methods, while qualitative responses were examined through thematic analysis to identify recurring patterns and contextual insights. Findings reveal that men are more likely to report performance and competition-driven motivations, while women show stronger preferences for escapism and casual gameplay. These results indicate that regional subcultures within Saudi Arabia shape gaming behavior, challenging generalized assumptions about player preferences. By demonstrating systematic regional differences in gaming motivations and preferences, this study extends games user research and informs the development of culturally responsive game design strategies. Full article
(This article belongs to the Special Issue Benefits of Game-Based Learning)
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14 pages, 1092 KB  
Article
Factors Influencing Eating Habits of Video Gamers and Professional eSports Gamers in Peru
by Jimena Mujica Caycho, Michelle Lozada-Urbano, Rubén Aguirre-Ipenza and Pavel J. Contreras
Foods 2025, 14(21), 3597; https://doi.org/10.3390/foods14213597 - 22 Oct 2025
Cited by 1 | Viewed by 2138
Abstract
eSports and recreational video gaming are expanding in Peru, yet evidence on gamers’ dietary habits and correlates is scarce. We aimed to identify factors associated with eating habits among Peruvian video gamers and professional eSports players. Quantitative and cross-sectional study (Peru, 2023). A [...] Read more.
eSports and recreational video gaming are expanding in Peru, yet evidence on gamers’ dietary habits and correlates is scarce. We aimed to identify factors associated with eating habits among Peruvian video gamers and professional eSports players. Quantitative and cross-sectional study (Peru, 2023). A culturally adapted version of the German Sport University Cologne questionnaire (28 items; Cronbach’s α = 0.86) was administered online using non-probability snowball sampling. The primary outcome was eating-habit classification (adequate vs. inadequate) based on the instrument’s scoring. Associations with hypothesized correlates (e.g., gaming-related influences, peer interaction, advertising) were assessed with χ2 or Fisher’s exact test (α = 0.05). We analyzed 288 respondents (median age 21 years). Overall, 77.8% exhibited inadequate eating habits. Daily water intake was reported by 72%, whereas daily fruit and vegetable consumption was 21% and 32%, respectively. Peer interaction within the gaming environment (p = 0.037) and the perceived influence of video games (p = 0.031) were significantly associated with poorer eating habits. Sitting time, number of meals per day, daily water intake volume, and weekly gaming hours showed no significant association (all p > 0.05). Most Peruvian gamers report suboptimal diets. Social dynamics in the gamer community and gaming-related influences are linked to poorer eating habits, suggesting that nutrition strategies should be embedded in gamer ecosystems (teams, communities, platforms). Longitudinal and interventional studies are warranted to test targeted behavior-change approaches. Full article
(This article belongs to the Section Sensory and Consumer Sciences)
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18 pages, 486 KB  
Article
Online Gaming and Healthy Lifestyles: A Qualitative Study of Gamers in Saudi Arabia
by Yara Almuhtadi and Samah Alageel
Societies 2025, 15(4), 107; https://doi.org/10.3390/soc15040107 - 18 Apr 2025
Cited by 4 | Viewed by 4366
Abstract
Gamers and esports players encounter distinct health challenges that can affect their well-being and performance. Recognising these needs is crucial for developing effective health interventions. This study explored the barriers and facilitators to adopting a healthy lifestyle among gamers and their views on [...] Read more.
Gamers and esports players encounter distinct health challenges that can affect their well-being and performance. Recognising these needs is crucial for developing effective health interventions. This study explored the barriers and facilitators to adopting a healthy lifestyle among gamers and their views on behaviour change interventions. We conducted semi-structured interviews with esports competitors and gamers, using the COM-B model to explore their perceptions. Participants discussed definitions of a healthy lifestyle, emphasising diet and physical activity. There was no consensus on its attainability, as personal, social, and environmental factors influenced perceptions of ease or difficulty. Participants identified key aspects for effective behaviour change interventions, including where, how, and when to implement them, considering these components can help in the design of interventions that are more effective, accessible, and engaging for the target population. This study highlights the importance of a comprehensive approach that considers the unique traits of gamers and their lifestyle. By tailoring health promotion efforts, policymakers can more effectively support this community in reaching its health and wellness objectives. Full article
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21 pages, 1721 KB  
Article
Unravelling Virtual Realities—Gamers’ Perceptions of the Metaverse
by Mónica Cruz and Abílio Oliveira
Electronics 2024, 13(13), 2491; https://doi.org/10.3390/electronics13132491 - 25 Jun 2024
Cited by 9 | Viewed by 3622
Abstract
In a rapidly evolving digital landscape, the Metaverse emerges as a transformative force, integrating augmented reality, virtual reality, and the internet, to redefine online interactions. This collective virtual shared space promises to revolutionise global collaboration, communication, and information engagement. Our study consisted of [...] Read more.
In a rapidly evolving digital landscape, the Metaverse emerges as a transformative force, integrating augmented reality, virtual reality, and the internet, to redefine online interactions. This collective virtual shared space promises to revolutionise global collaboration, communication, and information engagement. Our study consisted of the application, through an online form builder, of a questionnaire to Portuguese adult gamers, analysing the results with descriptive statistics. Our research question was the following: how is the Metaverse perceived and represented by gamers? In this context, we trace four objectives: (1) verify the representations of the Metaverse; (2) verify the representations of immersion; (3) verify the representations of the multiverse; and (4) verify the importance of these concepts in daily reality. Our findings explored the Metaverse, immersion, and multiverse concepts, uncovering gamers’ perceptions with emphasis on animation, gaming, and virtual worlds as foundational elements. The Metaverse arises as an evolving force that bridges emotional experiences, offering limitless possibilities for experimentation and exploration. Full article
(This article belongs to the Special Issue Perception and Interaction in Mixed, Augmented, and Virtual Reality)
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12 pages, 477 KB  
Article
Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces
by Xosé Somoza Medina and Marta Somoza Medina
COVID 2024, 4(1), 1-12; https://doi.org/10.3390/covid4010001 - 19 Dec 2023
Cited by 4 | Viewed by 7535
Abstract
The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the [...] Read more.
The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitive insertion of these video games in our routine and social relations. The challenge is to take advantage of the skills and abilities that these video games develop within a new framework of individual and community learning. The conclusions of the research show that the virtual worlds of video games are for the new digital society, safe and comfortable meeting spaces, and that since the confinement, these digital places have greatly expanded their reach, previously only limited to the gamer community. Full article
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13 pages, 1381 KB  
Article
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
by Ignacio Fernández-Arias, Marta Labrador, Mónica Bernaldo-de-Quirós, Francisco J. Estupiñá, Marina Vallejo-Achón, Iván Sanchez-Iglesias, María González-Álvarez and Francisco J. Labrador
Int. J. Environ. Res. Public Health 2023, 20(24), 7194; https://doi.org/10.3390/ijerph20247194 - 18 Dec 2023
Cited by 2 | Viewed by 3418
Abstract
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the [...] Read more.
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged. Full article
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15 pages, 372 KB  
Article
Randomized Controlled Evaluation of a Group-Based Training for Parents of Adolescents with Gaming Disorder or Social Network Use Disorder
by Isabel Brandhorst, Patrizia Lahres, Sara Hanke, Anil Batra, Tobias Renner, Gottfried Barth, Katajun Lindenberg, Eva Vonderlin and Kay Petersen
Int. J. Environ. Res. Public Health 2023, 20(1), 272; https://doi.org/10.3390/ijerph20010272 - 24 Dec 2022
Cited by 9 | Viewed by 4726
Abstract
Background: Internet Use Disorder (IUD), Gaming Disorder (GD), and Social Network Use Disorder (SNUD) are common phenomena among adolescents and young adults. Negative consequences of such disorders can be observed in the individuals themselves and in the family system. Although parents can influence [...] Read more.
Background: Internet Use Disorder (IUD), Gaming Disorder (GD), and Social Network Use Disorder (SNUD) are common phenomena among adolescents and young adults. Negative consequences of such disorders can be observed in the individuals themselves and in the family system. Although parents can influence their children in many ways, they are rarely considered in interventions. The present study examines the effectiveness of a group-based training for parents of adolescents with IUD, GD, or SNUD. Methods: A total of 76 parents of adolescents (12 to 20 years) were randomly assigned to the intervention group (IG) or the waiting list control group. Parents in the IG participated over eight weeks in six sessions of training (topics: psychoeducation, parenting behaviour, parent-child relationships, parent-child communication, and stress and relaxation). Questionnaires on adolescent symptomatology, parent-child relationships, and parental burden were collected before and after the intervention/waiting period. Results: The training reduced the IUD symptomatology of adolescents from the parents’ perspective. GD symptomatology improved for at-risk users, though not for pathological users. Some aspects of the parent-child relationships improved in the mothers’ judgment. Parental stress was already low before the training. Conclusions: The presented parent group training can be used to improve IUD symptomatology in adolescents and is effective in the context of early intervention for at-risk computer gamers. Full article
7 pages, 301 KB  
Brief Report
Gaming Disorder and Psycho-Emotional Wellbeing among Male University Students and Other Young Adults in Israel
by Richard Isralowitz, Shai-li Romem Porat, Yuval Zolotov, Mor Yehudai, Adi Dagan and Alexander Reznik
Int. J. Environ. Res. Public Health 2022, 19(23), 15946; https://doi.org/10.3390/ijerph192315946 - 30 Nov 2022
Cited by 13 | Viewed by 3131
Abstract
The aim of this cross-sectional study was to examine the impact of gaming and gaming disorder on the wellbeing of Israeli male university students and other adults. Gaming disorder (i.e., persistent, and recurrent gaming activity associated with a lack of control that may [...] Read more.
The aim of this cross-sectional study was to examine the impact of gaming and gaming disorder on the wellbeing of Israeli male university students and other adults. Gaming disorder (i.e., persistent, and recurrent gaming activity associated with a lack of control that may be clinically diagnosed) was determined using the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). Survey participants were recruited from gaming associations, clubs and the gaming community using Facebook. Data were collected in June 2022. A total of 526 males completed the survey (30.9% university students and 69.1% other young adults). Various statistical methods of analysis including regression were used for this study. Significant study group differences revealed university students with more indications of gaming disorder, more burnout, less loneliness, more stimulant (i.e., Ritalin) use, a greater consumption of salt- and/or sugar-loaded foods and lower economic wellbeing. The levels of resilience (i.e., the ability to recover from stress), substance use (e.g., tobacco and alcohol) and weight gain were similar for the two groups. Regression analysis showed gaming disorder as a key predictor of burnout, economic wellbeing and resilience. This study examined only male gamers because of the small number of female respondents. However, additional research is needed about female internet gamers, including their possible exposure to online harassment and sexual degradation. Additionally, additional research should be considered to verify the present study’s findings about gamers based on demographic factors and gaming disorder levels. Prevention and treatment intervention measures, including those that can be made available on campus, should be thought about by university administration personnel and student association leaders in consultation with professionals who are experienced in reducing gaming disorder and other harmful behaviors among students. Full article
(This article belongs to the Special Issue University Students' Mental Health Problems: Causes and Solutions)
12 pages, 950 KB  
Article
Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game
by Beatriz Villarejo-Carballido, Cristina M. Pulido and Santiago Tejedor
Future Internet 2022, 14(11), 329; https://doi.org/10.3390/fi14110329 - 13 Nov 2022
Cited by 2 | Viewed by 6893
Abstract
The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and [...] Read more.
The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and the key competences for lifelong learning set out by the European Commission. This research focuses on learning acquisition through playing the popular game “Animal Crossing: New Horizons”. The Communicative Methodology has been used in this research through, on the one hand, use of the Social Impact in Social Media (SISM) method involving the analysis of 1000 comments posted on the social network Twitter and, on the other hand, through communicative inter, sanviews with five gamers and a family member of a user. The results show that the Animal Crossing video game promotes learning achievements regarding literacy, multilingualism, mathematical skills, digital competence, social skills, citizenship, entrepreneurship, and cultural awareness. Full article
(This article belongs to the Special Issue E-Learning and Technology Enhanced Learning II)
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20 pages, 1284 KB  
Article
Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games
by Eduardo Rodriguez-Barcenilla and Félix Ortega-Mohedano
Information 2022, 13(8), 380; https://doi.org/10.3390/info13080380 - 9 Aug 2022
Cited by 12 | Viewed by 9722
Abstract
The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase [...] Read more.
The world of video games has become one of the most important entertainment niches for society. In the last decade it has surpassed in turnover audio-visual markets such as cinema and music, driving the development of a new form of communication. The increase in the number of female gamers has highlighted the need to discover differences and similarities between players, both in habits and motivations. We present a study based on a survey procedure for the completion of a questionnaire that aimed to cover the age range of 18 to 30 years of Spanish youngsters and that reached a total of 711 valid responses. The results showed that there were no significant differences in terms of hours spent playing video games between the two genders, although there were motivational differences in the reasons for playing, specifically in terms of competition and challenge. The discussion of the results was carried out by means of a comparative statistical analysis of means to confirm the hypotheses and meet the objectives. Despite the existence of significant differences between genders, these were not as notable as might be expected. When it comes to gaming, as we have detected in our study, there were some consumption habits with differentiated gender patterns; however, in relevant indicators such as hours of consumption, increase in lockdown consumption, and spending, there were no significant differences. The gender gap that existed a few years ago between video gamers is becoming progressively narrower. Full article
(This article belongs to the Special Issue Digital Culture: Understanding New Media and Videogames)
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21 pages, 4995 KB  
Article
Analizing Teens an Analysis from the Perspective of Gamers in Youtube
by Raquel Lozano-Blasco, Mᵃ Pilar Latorre-Martínez and Alejandra Cortes-Pascual
Sustainability 2021, 13(20), 11391; https://doi.org/10.3390/su132011391 - 15 Oct 2021
Cited by 13 | Viewed by 6645
Abstract
(1) Gamers are a new social phenomenon on YouTube whose success is based on their humour and social identity. The aim of this research is to deepen the understanding of the behaviour of the 100 gamers with the largest numbers of fans worldwide [...] Read more.
(1) Gamers are a new social phenomenon on YouTube whose success is based on their humour and social identity. The aim of this research is to deepen the understanding of the behaviour of the 100 gamers with the largest numbers of fans worldwide by studying their channels on YouTube; (2) Methods: This is a longitudinal research study from 20/08/2019 to 20/08/2020. The methodology consists of three techniques: social media analysis, opinion mining or sentiment analysis, and qualitative semantic analysis; (3) Results: The results of regression and KPI analysis confirm that the most popular contents have high levels of humour, positive polarity, irony, and subjectivity. In addition, the jargon of the digital community is used, focusing on group identification; (4) Conclusions: We conclude that teenagers use YouTube to search content that is cheerful, fun, and with high doses of humor and irony, in which gamers narrate their own vision of reality. Understanding these characteristics makes it possible to adapt educational channels to the interests of the adolescent community. At the same time, it allows us to understand how group identity is constructed in the virtual community, being able to establish lines of intervention from the educational and family orientation. Full article
(This article belongs to the Special Issue Social Media and Sustainability in the Digital Era)
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