SHS Web Conf.
Volume 56, 2018International Conference on Leadership and Management (ICLM 2018)
|Number of page(s)||11|
|Section||Agile Leadership & Preemptive Global Business Management|
|Published online||14 November 2018|
Gender Differences and Consumer Videogame Engagement
Universiti Teknologi PETRONAS, Department of Management and Humanities, 32610, Bandar Seri Iskandar, Perak, Malaysia
2 Faculty of Management Sciences, Shaheed Zulfiqar Ali Bhutto Institute of Science and Technology (Szabist), Islamabad, Pakistan
* Corresponding author: firstname.lastname@example.org
This paper intends to examine the gender differences on the engagement states of consumer videogame engagement through comparing the male group vs. female group. To meet this objective, the authors aim to utilize the causal-comparative study to analyse the gender differences on consumer videogame engagement. Data were collected from a sample of 235 teen videogame consumers whose aged were between 16-19years and studying in the private and public universities. Out of 235, the only 219 teen videogame consumers were valid and able to further use for data analysis. Using SPSS 22.0, we examined the valid data through independent t-test and also calculated the effect size for the significant hypotheses. The study findings reported that male teen videogame consumers are significantly different from female teen videogame consumers on the three engagement states of consumer videogame engagement such as cognitive, affective, and behavioural engagement. This paper is first among the videogame studies that has investigated the gender differences on the engagement states of consumer videogame engagement.
© The Authors, published by EDP Sciences, 2018
This is an open access article distributed under the terms of the Creative Commons Attribution License 4.0 (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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