A Call for Video Game Participants!

Hello Gamers!

I am sending out an important call for video gamers to share their experiences found in the video game world!  I believe we all play video games because of a certain emotional attachment, game character, or something else that we just can’t seem to put our finger on.

If you have had one of these important experiences, including playing with friends online or in your living room, please consider taking my quick survey about your experience.  It is a simple two questions and I want to hear about it!  These are important matters that help change the idea of the video gamer in the public eye and are important on helping us show the importance of the video gamer and the virtual realms we are so fond of!

If interested please take a look at the link and fill out as much as you can!

Link

Thank you and as always, feel free to email me with any questions!

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Teaching Another Online Class For Video Games & Culture

Hello!

I just wanted to drop a post that I will be teaching an online course this summer titled: Contemporary Issues in Psychology: Social Media; Gaming, and Internet Interactions.   This class will be taught ONLINE at Framingham State University in the Psychology and Philosophy Department starting on October 28th, 2015.  If you are interested in learning more about the video game world and want to play video games for college credit – this class is for you.

This class can be taken as an elective for credit to any college institution’s degree program.  It can be transferred to your degree fairly easily and is open to anyone, even if you are not attending college at the moment.  If you have parents who do not know much about video gaming, this class is for them.  If your partner is getting on you for playing games and talking to people online, this class is for them.  If you want to learn more about the field in which you love to immerse yourself more and more and how your interactions have and may affect people, this class is for you.

This are the required materials and Course Description:

All students must have reliable and continual access to Blackboard and stable online connection for successful participation in this course.  Students are also expected to check their e-mail accounts on a regular basis.*

Texts: Wright K. & Webb L., Computer-Mediated Communication in Personal Relationships ISBN-13: 978-1433110818      ISBN-10: 1433110814

Thurlow, C., Lengel, L. M., & Tomic, A., Computer Mediated Communication

ISBN-13: 978-0761949541    ISBN-10: 0761949542

Virtual Materials:  An online Massive Multiplayer Online Role-Playing Game (sometimes requiring a subscription) of the Student’s choice approved by the instructor.  Accompanying this would be a computer with the ability to handle the video game.  Options would be World of Warcraft, Guild Wars 2, Elder Scrolls Online, and Star Wars: The Old Republic; professor will include links on Blackboard.  DISCLAIMER:  YOU WILL HAVE TO PLAY A VIDEO GAME ONLINE FROM THE CHOSEN GAMES IN ORDER TO PASS THIS CLASS.

Course Description:  Social Media: Gaming and Internet Interactions.  This class is a mix of theoretical and experiential material and assignment. The first half of the course will be dedicated to theories of interpersonal communication, different types of internet interactions, and current video game theoretical knowledge. The second half of the course will be experiential in nature where students will be expected to participate online in three different online interactions of their choice (options provided by the instructor).

Here is the link to the class online: Contemporary Issues in Psychology

And again, anyone can take this class, sign up before the seats go, it just opened up and people have already begun to sign up for the class.

Email me with any questions or post them here.  Hope to see you in class!

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Guest Speaking On Tauren Think Tank!

Hello there gamers,

Recently I was on the podcast again of Tauren Think Tank! As always they are in amazing bunch of people to interact with. They all have kind hearts, exploratory and informative personalities, and really really great questions.

This podcast was is especially informative and important because of the topics that we covered. Namely, the topics of coping mechanisms, defenses, relationships, anxiety about money, and really a lot more introspective information that applies to a lot of different people.  Jules and Marconin are really great people who cared deeply about their fan base and how they can do anything within their own grasp to help them. These qualities very missed in today’s society and show yet another way that gamers interact in an attempt to help one another.

Even though this podcast was primarily aimed at video gamers tonight these topics are found in our everyday lives and could provide some very intense help for other individuals who may be asking for or searching for it. Both hosts know what they are doing in attempt to bring the conversations farther than what ordinary individuals would. These qualities are what set them apart from other individuals completing podcasts today.

Mass media has expected us, as gamers, to not be as helpful, conscientious, or insightful as some of the snow massive stereotypes continue to exist today. We discussed these on the podcast tonight as well and how some important individuals are attempting to break the stereotypes. Without breaking them society will continue to view the video gamer is an inept individual even with the mass amount of research that has come across us stating otherwise.

It was a fascinating discussion we had tonight on the fast range of topics and I really hope that helped a lot of individuals who were seeking help or even a little guidance.

I will edit this further once they have completed uploading the podcast. Until next time.

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Recent Pew Research

Hello fellow gamers,

A new recent study has shown that teens technology and friendships actually go pretty well together. A recent article from Pew Research Center shows that teens technology and friendships actually matter.

As his research shows through its many graphs important features in other areas of pew research 57 % of all teens have made new friends online. A big question in this case is what does this mean. In fact most sociological and psychological minded individuals would agree with this research. Even though it’s based primarily on American teens it still is able to show us quite a bit about the online environments that we all participate in.

What this further also means is that individuals a.k.a. American teens are not just looking in their current surroundings for friends or making friends but they actually go online they play video games of the people they use technology in the also look at other means of making friendships. Does this mean that these friendships are in religious as they play one or two games of them? Many people would agree with that statement however they would be considerably wrong.

Just because people go online to look at friends make friends and interact with other individuals across a virtual space doesn’t conclude that they are actually not friends. This is one of the major downfalls that we have in our current society viewing online gaming or other areas as not to real friendships. I cannot tell you how many parents come into our office talking about how their children “all they do is play video games.” Then they usually go and say I want to do something else being plugged in isn’t real. This is where we as mental health experts need to be more intertwined with current reality changes in paradigm switches. If we do not evolve with it and look past just simple technology and being plugged in we are most likely to be lost within a lot of different areas.

The current research from pew is extremely important in this entire ideology. It is going to help us shape how we view these types of phenomenons that occur online.

What this research additionally shows is that playing video games is not just a solidarity tactic or action but that we play with other individuals we interact with people we are able to go and actually have companion ships across virtual rounds. This is what we should be focusing on how to create further relationships with people or thousands of miles away people we would necessarily be able to see meet greet be able to actually have a conversation with with out this technology.

Take a look at the research for yourself and you will see it is better to look at the research directly than be told about it: http://www.pewinternet.org/2015/08/06/teens-technology-and-friendships/

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Dissertation Completed!

So the process has finally ended.  The madness quelled.  The fury…..unfuried?

The dissertation has been completed!  I will be sure to have a much more detailed post with a link to the dissertation once it has been edited and finalized.  However, here is the abstract and dedications page:

ABSTRACT

Video Gamer’s Personas: A Five Factor Study Exploring Personality Elements of the Video Gamer

By

Anthony Martin Bean

This dissertation explored personality traits of video gamers utilizing the Big Five Inventory (BFI) totaling 19,416 video gamer participants across seven genres of video game play.  The purpose was to uncover personality differences among the different preferred genres of video gamers.   Different personality profiles were explored by employing correlations, t-tests, and multivariate analysis of variance (MANOVA).  Mapping of the BFI elements of video gamers across video game genres was conducted using latent profile analysis (LPA) to identify video gamer personality profiles, personality formations across preferred genres of play, examine the pattern of relationships among the variables, compare to a proposed antisocial personality pattern by Markey & Markey (2012), and to determine whether different personalities gravitate to specific genres of play.  Results found four distinct and different personality profiles: Introversive, Extroversive, Secure Ambiversive, and Insecure Ambiversive; indicated no support for the different classification of video gamers possessing statistically different personality traits (i.e. causal, regular, hardcore); different genres of video game play did have different personality types playing each genre; and personalities found did not fit into the criteria proposed by Markey and Markey (2012) of an antisocial personality (i.e. high neuroticism, low agreeableness, and low conscientiousness).  As such, evidence is provided for different personalities gravitating towards different genres of play and Carl Jung’s (1921) idea of the introversion/extroversion continuum.  Limitations observed were some findings becoming statistically significant with small effect sizes and the BFI possibly not being nuanced enough to detect smaller personality traits.  Strengths were the large participant base, generalizability of the study to the video gamer population, and this study providing a basis for personality playing a role in virtual worlds.

Keywords: Video Gamers, Video Games, Big Five Inventory, Personality, Introversion, Extroversion, Ambiversion, Video Game Aggression, Typology, Video Gamer Personality

DEDICATION AND ACKNOWLEDGMENTS

            This dissertation is dedicated to my wife, Holiday Bean, my family, and my fellow video gamers, who without this would not be possible.  My wife, who had to continuously listen to me ramble about video gamers and show interest while providing ideas and support.  My family, who without, I would have never been able to understand the video game worlds or video gamers as well as I do.  My fellow video gamers who spent much of their time taking my research and passing it along to their friends compiling over 19,000 total video gamers.  I thank you all.

My thanks and appreciation to Dr. Gary Groth-Marnat for persevering with me as my advisor throughout the time it took me to complete this research and write the dissertation.  The members of my dissertation committee, Dr. Roger Dafter and Dr. Christopher Ferguson who have generously given their time and expertise to better my work.  I thank them for their contribution, insight, and overall inspiring support.  Without your guidance, suggestions, and continuous aid, I may not have made it through the process intact.

Another important individual who spent a significant amount of time explaining and helping me understand the rigorous statistical procedures accompanying Latent Profile Analysis from Germany requires important notation; Dr. Jens Vogelgesang.  Without your help, I would not have been able to understand and incorporate meaningful interpretations from the data.

My two brothers whom I met at Pacifica Graduate Institute, William Jones and Justin Weiss, for their continual support and phone calls throughout this process.  I appreciate your thoughts, encouragement, and entertainment during this process.

Finally, I would like to thank my school Pacifica Graduate Institute and their professors for their rekindling of my own adventurous and critical thought about how I view the world and its many properties.  Without the education received, I would not be able to analytically approach the world, my research, and my clients as I do; thank you.

 

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