Title
Why girls go pink: Game character identification and game-players' motivations
Abstract
Based on social role theory and uses and gratifications, this study provides insights into the popularity of so-called pink games. This study is the first to examine the roles of identification, playing time, and age in the experience of motivations while playing an online role-playing game. Drawing upon a survey among 2261 girls between10 and 17 of age, our results show that identification with characters in the game is an important process in explaining girls' gaming motivations. In addition, identification and motivations are intensified with playing time. Although age affects identification negatively, age is not related to the most important motive in playing pink games: social interaction. This study has important theoretical and practical implications for the popularity of pink games among girls.
Year
DOI
Venue
2013
10.1016/j.chb.2013.06.046
Computers in Human Behavior
Keywords
Field
DocType
Game,Girl,Identification,Motivation,Uses and gratifications,Social role theory
Social relation,Social psychology,Popularity,Psychology,Motif (music),Role theory,Girl
Journal
Volume
Issue
ISSN
29
6
0747-5632
Citations 
PageRank 
References 
14
0.66
21
Authors
4
Name
Order
Citations
PageRank
Eva A. Van Reijmersdal1322.47
JEROEN JANSZ214217.20
Oscar Peters31509.50
Guda Van Noort4535.24