Motives for play activity and personality characteristics of adult players of real-life communication games

Background. In recent years, researchers have noted an increase in the popularity of real-life communication games (games in the format of in-person meetings) among adults. The space of real-life communication games, unlike computer games, is characterised by other opportunities for personal manifestation and social interaction of players, in this connection the role of these games in the life of the adult population, as well as the personal characteristics of players will have a separate specificity. Purpose. The purpose is to study the leading motives of play activity and related personal characteristics in adult men and women playing real-life communication games. Materials and methods. The study involved sixty-four regular club members of real-life communication games. The methods of survey (questionnaire) and content analysis were used to determine the list of motives for participation in real-life communication games. Personal characteristics of the players were determined using the testing method. Methods of mathematical statistics (binomial test, Friedman's rank test, Wilcoxon signed-rank test, Spearman’s rank correlation coefficient, and Mann-Whitney's U test) were used to determine the dominance of indicators and the relationship between them. Results. The leading motives for participation in real-life communication games were identical for male and female players: communicative, hedonistic, intellectual motives, and leisure. Participation in real-life communication games for both men and women can provide both realisation of the main life motive and satisfaction of situational player needs. Motivation of participation in real-life communication games for men is supported by the peculiarities of their social frustredness, and for women by the peculiarities of their frustredness, adaptedness, and intrapersonal proneness to conflict. Both male and female players have leading motives of participation in real-life communication games accompanied by their low social frustredness. EDN: HLGPPA

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Publication Details

Journal
Russian Journal of Education and Psychology
Published
2025-02-28
DOI
https://doi.org/10.12731/2658-4034-2025-16-1-774
Primary Topic
Social and Behavioral Studies
Type
article
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article

Motives for play activity and personality characteristics of adult players of real-life communication games

Darya Ivanovna Gvozdeva, Svetlana Tigranovna Dzhaneryan
Russian Journal of Education and Psychology
Social and Behavioral Studies
article

Motives for play activity and personality characteristics of adult players of real-life communication games

Darya Ivanovna Gvozdeva, Svetlana Tigranovna Dzhaneryan
article en

Abstract

Background. In recent years, researchers have noted an increase in the popularity of real-life communication games (games in the format of in-person meetings) among adults. The space of real-life communication games, unlike computer games, is characterised by other opportunities for personal manifestation and social interaction of players, in this connection the role of these games in the life of the adult population, as well as the personal characteristics of players will have a separate specificity. Purpose. The purpose is to study the leading motives of play activity and related personal characteristics in adult men and women playing real-life communication games. Materials and methods. The study involved sixty-four regular club members of real-life communication games. The methods of survey (questionnaire) and content analysis were used to determine the list of motives for participation in real-life communication games. Personal characteristics of the players were determined using the testing method. Methods of mathematical statistics (binomial test, Friedman's rank test, Wilcoxon signed-rank test, Spearman’s rank correlation coefficient, and Mann-Whitney's U test) were used to determine the dominance of indicators and the relationship between them. Results. The leading motives for participation in real-life communication games were identical for male and female players: communicative, hedonistic, intellectual motives, and leisure. Participation in real-life communication games for both men and women can provide both realisation of the main life motive and satisfaction of situational player needs. Motivation of participation in real-life communication games for men is supported by the peculiarities of their social frustredness, and for women by the peculiarities of their frustredness, adaptedness, and intrapersonal proneness to conflict. Both male and female players have leading motives of participation in real-life communication games accompanied by their low social frustredness. EDN: HLGPPA

Russian Journal of Education and PsychologyVol. 16(1)
Southern Federal University (RU)
Openalex Percentile: Top 85%
Social and Behavioral Studies
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