SOCIOLOGICAL ANALYSIS OF THE CHOICE OF GAME PROJECTS BY YOUNG RUSSIAN GAMERS
Main Article Content
Abstract
The study of the process of choosing computer games is currently becoming increasingly relevant due to the rapid development of the gaming industry, which continues to involve new users in gaming virtual reality. There is a gap in research on the adoption of software products, including video games, due to the lack of user experience. Despite a deep understanding of the advertising market, the aspect devoted to the user experience of choosing games and interacting with various communication channels has not been sufficiently studied. The purpose of the work is to analyze the process of choosing video games by young Russian gamers during offline and online interactions and to develop practical recommendations that can be used in popularizing gamification projects, replicating patriotic video games and launching information campaigns for the gaming audience. The author's sociological research was conducted using a survey method. The target sample consisted of 1,700 people; the main selection criteria were: participation in the practice of computer games; place of residence (Russian Federation); age (18-34). The distribution of the questionnaire was carried out using targeted advertising, the collection of questionnaires was carried out through the Google Forms platform, data processing and analysis was carried out on the basis of the SPSS v22 computer program. The results of a survey among the youth segment of the Russian computer game audience are presented. Based on the data from the study, the dominant channels for obtaining information in the process of choosing a game, genre preferences of players, their hobbies and media consumption were analyzed. It has been established that among gamers there is no clear commitment to one genre of video games, however, the common features of the most popular genres are the role-playing component and the possibility of online interactions. Video game advertising has been found to have lower conversion rates than alternative ways gamers learn about games. The data obtained can be used to develop recommendations for advertising campaigns for socially significant video games and educational projects.
Downloads
Metrics
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain the copyright of their manuscripts, and all Open Access articles are distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided that the original work is properly cited.
References
Более 80% россиян предпочитают отечественные музыкальные сервисы зарубежным // Romir. 2023. 24 ноября. URL: https://romir.ru/studies/bolee-80-rossiyan-predpochitayut-otechestvennye-muzykalnye-servisy-zarubejnym (дата обращения: 22.05.2024).
Важдаева Е. А. Косвенные способы презентации качества товаров и услуг в рекламном тексте // Вестник Самарского университета. История, педагогика, филология. 2019. Т. 25. №. 2. С. 138-145.
Иглин Д. А. Видеоигры как технология политической коммуникации // // Сборники конференций НИЦ Социосфера, 2015. №. 10. С. 52-54.
Исследование Mediascope: поиск книг в интернете // Mediascop. 2022. 12 июля. URL: https://mediascope.net/news/1478588/ (дата обращения: 22.05.2024).
Кульпин С. В. Факторный анализ конкуренции информационных продуктов // Практический маркетинг. 2014. №. 7 (209). С. 9-17
Крутько Е. А., Доманская Е. В., Увайдова М. М. Воздействие видеоигр на распространение идей экстремизма среди молодежи // Социально-гуманитарные знания. 2023. №. 2. С. 27-30.
Романова Е. С., Шубин С. Б. Особенности использования видеоигр и социальных сетей молодыми людьми // Системная психология и социология. 2017. № 3 (23). С. 48-55.
Стоп игра?! Проблемы российского онлайн-гейминга // ВЦИОМ. 2022. 20 июля. URL: https://wciom.ru/analytical-reviews/analiticheskii-obzor/stop-igra-problemy-rossiiskogo-onlain-geiminga (дата обращения: 22.05.2024).
Суанова И. Цифры и тренды // Mediascopeсonf. 2023. URL: https://conf.mediascope.net/media/2023/mediascopeconf_2023_i_suanova.pdf (дата обращения: 22.05.2024).
Федорченко С. Н. Интерпретация событий Великой Отечественной войны в компьютерных играх: риски и перспективы легитимации режима через политику памяти // Постсоветские исследования. 2020. Т. 3. №. 5. С. 427-438.
Хочунская Л. В. Феномен медиаобраза: социально-психологический аспект // Вестник РУДН. Серия: Литературоведение, журналистика. 2013. № 2. С. 91-95.
REFERENCES
Bagautdinova Yu. V., Malinin V. L. (2022). Foreign approaches to the implementation of gamification in business and enterprise management. Journal of Volgograd State University. Economics, 24(3), 199-214. https://doi.Org/10.15688/ek.jvolsu.2022.3.16 (In Russ.).
Vazhdaeva E. A. (2019). Indirect methods of presenting the quality of goods and services in advertising text. Vestnik of Samara University. History, pedagogy, philology, 2, 138-145. http://doi.org/10.18287/2542-0445-2019-25-2-138-145 (In Russ.).
Iglin D. A. (2015). Video games as a technology of political communication. Sborniki konferentsiy NITS Sotsiosfera, 10, 52-54. (In Russ.).
Khochunskaya L. V. (2013). The phenomenon of media image: socio-psychological aspect. RUDN Journal of Studies in Literature and Journalism, 2, 91-95. (In Russ.).
Krutko E. A., Domanskaya E. V., Uvaidova M. M. (2023). The impact of video games on the spread of extremist ideas among young people. Social and humanitarian knowledge, 2, 27-30. (In Russ.).
Kulpin S. V. (2014). Factor analysis of competition of information products. Practical marketing, 7 (209), 9-17. (In Russ.).
More than 80% of Russians prefer domestic music services to foreign ones. Romir. 2023. November 24. (In Russ.). URL: https://romir.ru/studies/bolee-80-rossiyan-predpochitayut-otechestvennye-muzykalnye-servisy-zarubejnym (accessed: 22.05. 2024).
Mediascope research: searching for books on the Internet. Mediascop. 2022. July 12. (In Russ.). URL: https://mediascope.net/news/1478588/ (accessed: 22.05. 2024).
Romanova E. S., Shubin S. B. (2017). Features of the use of video games and social networks by young people. Systems psychology and sociology, 3 (23), 48-55. (In Russ.).
Stop the game?! Problems of Russian online gaming. WCIOM. 2022. July 20. (In Russ.). URL: https://wciom.ru/analytical-reviews/analiticheskii-obzor/stop-igra-problemy-rossiiskogo-onlain-geiminga (accessed 22.05.2024).
Suanova I. Figures and trends (2023). Mediascopeсonf. (In Russ.). URL: https://conf.mediascope.net/media/2023/mediascopeconf_2023_i_suanova.pdf (accessed: 22.05. 2024).
Fedorchenko S. N. (2020). Interpretation of the events of the Great Patriotic War in computer games: risks and prospects for legitimizing the regime through the politics of memory. Post-Soviet Studies, 5, 427-438. DOI:10.24411/2618-7426-2020-00056 (In Russ.).