HomePsychology and Education: A Multidisciplinary Journalvol. 38 no. 7 (2025)

A Mixed Method Study on Gaming Profiles, Gaming Behavior, Sociodemographic Characteristics and Personality Traits of Gen Z in Quezon City

Shamae Perez | Trisha Reymundo | Jhon Martin Bagasona | Bea Teresa S. Sengco

Discipline: computer games and animation

 

Abstract:

4



References:

  1. Alzahrani, A. I., Mahmud, I., Ramayah, T., Alfarraj, O., & Alalwan, N. (2017). Modelling digital library success using the DeLone and McLean information system success model. Journal of Librarianship and Information Science, 51(2), 291–306. https://doi.org/10.1177/0961000617726123
  2. Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55(Part A), 406–412. https://doi.org/10.1016/j.chb.2015.09.041
  3. Brookes, E. (2023). The Theory of Planned Behavior: Behavioral Intention.
  4. Carneiro, N., Miranda, D., Pereira, G., Mendonça, G., & Darin, T. (2022). A systematic mapping on player’s profiles: motivations, behavior, and personality characteristics. Journal on Interactive Systems, 13(1), 257–273. https://doi.org/10.5753/jis.2022.2572.
  5. Chandra R, Kumar S, Bahurupi Y, Rawat VS. (2022). The Association of Problematic Online Gaming Behavior With Mental Well-Being and Depressive Symptoms Among Students of Professional Colleges in Rishikesh. Cureus. doi: 10.7759/cureus.22007. PMID: 35282523; PMCID: PMC8908279.
  6. Costa, P. & MCcrae, R. (1986). The Five-Factor Theory of Personality. https://books.google.com.ph/books?hl=en&lr=&id=olgWdu4RBcC&oi=fnd&pg=PA159&dq=costa+and+mccrae+personality+theory&ots=hMgjGkKUud&sig=9yfzWaaj5Bltcy8S9pZfXovXCWU&redir_esc=y#v=onepage&q=costa%20and%20mccrae%20personality%20theory&f=fal.se
  7. Debczak, M. (2024). Here are the age ranges for millennials, Gen Z, and Gen Alpha. Mental Floss.    https://www.mentalfloss.com/article/609811/age-ranges-millennials-and-generation-z
  8. Formica, E., Gaiffi, E., Magnani, M., Mancini, A., Scatolini, E., & Ulivieri, M. (2017). Can video games be an innovative tool to assess personality traits of the Millennial generation? An exploratory research. https://openurl.ebsco.com/EPDB%3Agcd%3A1%3A18817185/detailv2?sid=ebsco%3Aplink%3Ascholar&id=ebsco%3Agcd%3A127914382&crl=f&link_origin=www.google.com
  9. Gabia, M. (2019). Online Gaming and Performance among Fourth Year Students of Banaba West National High School. https://ojs.aaresearchindex.com/index.php/AAJMRA/article/view/8946#:~:text=Online%20gaming%20is%20one%20of.
  10. Gao, M., Wang, J., & Yang, J. (2023). Research into the Relationship between Personality and Behavior in Video Games, Based on Mining Association Rules. Mathematics, 11(3), 772. https://doi.org/10.3390/math11030772
  11. Geiger, A. (2024). Defining Generations: Where Millennials end and Generation Z begins. Pew Research Center.    https://www.pewresearch.org/short-reads/2019/01/17/where-millennials-end-and-generation-z-begins/
  12. Gentile, D. A. (2009). Pathological video-game use among youth ages 8 to 18:           a national study. Psychol. Sci. 20, 594–602. doi: 10.1111/j.1467   9280.2009. 02340.x
  13. Gerric, A. (2023). Game Player Types and its Influence on Game Dependency. International   Journal   of   Film   and   Media   Arts, 8(1), 84-103. https://seasonedgaming.com/2023/05/26/gaming-is-for-everyone/
  14. Hemenover, S. & Bowman, N. D. (2018). Video games, emotion, and emotion regulation: Expanding the scope. Annals of   the   International    Communication Association 42(2) 125-143. https://doi.org/10.1080/23808985.2018.1442239
  15. Hilliard, M. (2017). Gaming Conflicts with Time management. https://www.theshorthorn.com/life_and_entertainment/gaming-conflicts-with-time-management/article_1e15b232-a720-11e7-a716-734fbb8bff30.html
  16. Hinsch, C., & Sheldon, K. M. (2013). The impact of frequent social Internet consumption: Increased procrastination and lower life satisfaction. Journal of Consumer Behaviour, 12(6), 496–505. https://doi.org/10.1002/cb.1453
  17. Huntington C. (2023). Agreeableness: Definition, Examples, and Causes.        Berkeley Well-Being Institute. https://www.berkeleywellbeing.com/agreeableness.html
  18. Jiow, H. J., Poh, X. Y., Phoon, P., & Lim, N. G. (2023). Game Player Types and its Influence on Game Dependency. INTERNATIONAL JOURNAL OF FILM AND MEDIA ARTS, 8(1), 84–103. https://doi.org/10.24140/ijfma.v8.n1.05
  19. Kowalik K. (2023). Gamification Vs. Gamer Types: Bartle’s Taxonomy Revisited. Learning Industry. https://elearningindustry.com/gamification-vs gamer-types-bartles-taxonomy-revisited
  20. Kristensen, J. H., Pallesen, S., King, D. L., Hysing, M., & Erevik, E. K. (2021). Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis. Frontiers in Psychiatry, 12. https://doi.org/10.3389/fpsyt.2021.675237
  21. Kumar, J., Herger, M. & Dam, R. F. (2024). Bartle’s Player Types for Gamification. Interaction Design Foundation - IxDF. https://www.interaction-design.org/literature/article/bartle-s-player-types-for-gamification
  22. Larrieu, M., Billieux, J. & Décamps, G.  (2022). Problematic   gaming   and   quality   of   life in online competitive video game players: identification of motivational   profiles. https://doi.org/10.1016/j.addbeh.2022.107363
  23. Lopez-Fernandez, O., Williams, A. J., & Kuss, D. J. (2019). Measuring female gaming: gamer profile, predictors, prevalence, and characteristics from psychological and gender perspectives. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00898
  24. Maran T., Liegl, S., Davila, A., Moder, S., Kraus, S. & Mahto, R. V.  (2022). Who fits into the digital workplace? Mapping digital self-efficacy and agility onto psychological traits. Technological Forecasting and Social Change. https://www.sciencedirect.com/science/article/pii/S0040162521007836
  25. Muriel D., & Crawford, G. (2020). Video games and agency in contemporary society. Games and Culture, 15(2), 138-157. https://doi.org/10.1177/1555412017750448
  26. Nagygyörgy, K., Urbán, R., Farkas, J., Griffiths, M. D., Zilahy, D., Kökönyei, G. & Demetrovics, Z. (2013). Typology and Sociodemographic Characteristics of Massively Multiplayer Online Game Players. International Journal of Human–Computer Interaction, 29(3), 192–200. https://doi.org/10.1080/10447318.2012.702636
  27. Nguyen H., Koo, K. H., Granato, H. F. & George, W. H. (2013). Understanding Individual Variation in Student Alcohol Use. Interventions for Addiction; Comprehensive       Addictive Behaviors and Disorder, (3) 955-965. https://doi.org/10.1016/B978-0-.  12-398338-1.00096-8
  28. Nordby, K., Løkken, R. A., & Pfuhl, G. (2019). Playing a video game is more than mere procrastination. BMC Psychology, 7(1). https://doi.org/10.1186/s40359-019-0309-9
  29. Ormel, J., Rosmalen, J. & Farmer, A. (2004). Neuroticism: a non-informative marker of vulnerability to psychopathology. Soc Psychiatry Psychiatr Epidemiol. doi: 10.1007/s00127-004-0873-y. PMID: 15549243.     
  30. Park, S., Min, K., & Kim, S. (2021). Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences. Sustainability, 13(16), 9121. https://doi.org/10.3390/su13169121
  31. Pavlovic, D. (2023). Video game genres: Everything you need to know. https://www.hp.com/us-en/shop/tech-takes/video-game-genres
  32. Potard, C., Henry, A., Boudoukha, A.-H., Courtois, R., Laurent, A., & Lignier, B. (2020). Video game players’ personality traits: An exploratory cluster approach to identifying gaming preferences. Psychology of Popular Media, 9(4), 499–512. https://doi.org/10.1037/ppm0000245
  33. Roberts, BW., Lejuez, C., Krueger, F., Richards, JM. & Hill, PL. (2014). What is conscientiousness and how can it be assessed? Dev Psychol. doi: 10.1037/a0031109. Epub 2012 Dec 31. PMID: 23276130.
  34. Rodriguez, E. & Mohedano, O. (2022). Moving towards the End of Gender Differences in the Habits of Use and Consumption of Mobile Video Games. Information, 13(8), 380. https://doi.org/10.3390/info13080380
  35. Sansom R. (2021). Theory of Planned Behavior. Change   Theories   Collection.https://ascnhighered.org/ASCN/change_theories/collection/planned_behavior.html
  36. Schneider M. (2023). Analysis of Player Profiles in Electronic Games Applying Bartle’s Taxonomy. https://www.sbgames.org/sbgames2016/downloads/anais/157721.pdf
  37. Simply Psychology. (2023). Big 5 Personality Traits: The 5-Factor Model of Personality. https://www.simplypsychology.org/big-five personality.html
  38. Simply Psychology. https://www.simplypsychology.org/theory-of-planned-behavior.html
  39. Singh, A. P., & Dangmei, J. (2016). Understanding the Generation Z: The Future Workforce. South-Asian Journal of Multidisciplinary Studies, 3, 1-5. https://www.scirp.org/reference/referencespapers?referenceid=2634361
  40. Soto, C. J., Kronauer, A., & Liang, J. K. (2016). Five-factor model of personality. In S. K. Whitbourne (Ed.), Encyclopedia of adulthood and aging (Vol. 2, pp. 506-510). Hoboken, NJ: Wiley.
  41. Statista, (2021). Single Player vs. multiplayer video gaming preference in the U.S.https://www.statista.com/statistics/1276139/single-player-vs-multiplayer-video-gaming-preference-usa-by-gender/
  42. Tan, W.  & Chen, L. (2022). That’s not my fault: Excuses given by players exhibiting in-game intrateam aggressive behavior in online games. Computers in Human Behavior. https://doi.org/10.1016/j.chb.2021.107045
  43.  
  44. Usman, O. (2020). Influence of Behavior, Time Management, Motivation, and Self-Control on Addiction to Playing Online Games. SSRN. https://dx.doi.org/10.2139/ssrn.3512323
  45. Vafaeenajar, A., Masihabadi, M., Moshki, M., Ebrahimipour, H., Tehrani, M., Esmaily, H. & Dogonchi, M. (2015). Determining the Theory of Planned Behavior’s Predictive Power on Adolescents’ Dependence on Computer Games. https://journal.ihepsa.ir/article-1-223-en.html
  46. Vergara, D., Antón‐Sancho, Á., & Fernández‐Arias, P. (2022). Player profiles for game‐based applications in engineering education. Computer Applications in Engineering Education, 31(1), 154–175. https://doi.org/10.1002/cae.22576
  47. Von Der, H., J. M., Braun, B., Müller, K. W., & Egloff, B. (2019). The association between video gaming and psychological functioning. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.01731
  48. Wang, H., Zhang, Z., Khalid, M. N. A., Iida, H., & Li, K. (2021). MMORPG Evolution Analysis from Explorer and Achiever Perspectives: A Case Study Using the Final Fantasy Series. Information, 12(6), 229. https://doi.org/10.3390/info12060229
  49. Wang, J., Liu, R., Ding, Y., Liu, Y., Xu, L., & Zhen, R. (2017). What Influences Chinese Adolescents’ Choice Intention between Playing Online Games and Learning? Application of Theory of Planned Behavior with Subjective Norm Manipulated as Peer Support and Parental Monitoring. Frontiers in Psychology, 8. https://doi.org/10.3389/fpsyg.2017.00589
  50. Wong, M. Y. C., Chung, P., Ou, K., & Leung, K. (2021). Perception of Hong Kong Teenagers and Young Adults on Esports Participation: A Qualitative Study Using Theory of Planned Behavior. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.650000
  51. Zamanian, H., Sharifzadeh, G. & Moodi M. (2020). The effect of planned behavior theory-based education on computer game dependence in high school male students. J Educ Health Promot. doi:10.4103/jehp.jehp_18_20. PMID: 35634248; PMCID: PMC9132162.
  52. Zhao, Z. (2022). Predicting Players’ Consuming Tendency for Different Props By Big Five Personality Traits. https://www.joebm.com/vol10/699-EM4195.pdf