Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Building common ground and reciprocity through social network games
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Why do people play social network games?
Computers in Human Behavior
The "S" in Social Network Games: Initiating, Maintaining, and Enhancing Relationships
HICSS '11 Proceedings of the 2011 44th Hawaii International Conference on System Sciences
Exploring the value of purchasing online game items
Computers in Human Behavior
Evaluating game preference using the fun toolkit across cultures
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Why girls go pink: Game character identification and game-players' motivations
Computers in Human Behavior
Culture effects on the knowledge sharing in multi-national virtual classes: A mixed method
Computers in Human Behavior
Hi-index | 0.00 |
Digital games embedded in social network sites are one of the driving forces behind the expansion of digital gamer populations. Previous studies have observed different usage patterns between users in different ethnic groups and countries, suggesting that culture orientations may affect how people play and interact through social network games. This study examined how people's culture orientations affect usage patterns with measures of vertical and horizontal individualism-collectivism. The findings indicate that culture does not directly affect usage patterns. Instead, the effects on usage patterns are mediated by people's expected outcomes of playing social network games. Vertical culture orientations predicted social expected outcomes. Individualism predicted status expected outcomes, but in different directions on the dimensions of vertical or horizontalness. Vertical collectivism was the only culture orientation that indirectly predicted buying in-game products with real money. Implications for game designers and markers are discussed.