Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data.
dc.contributor.author | Zendle, D | en_US |
dc.contributor.author | Flick, C | en_US |
dc.contributor.author | Halgarth, D | en_US |
dc.contributor.author | Ballou, N | en_US |
dc.contributor.author | Demediuk, S | en_US |
dc.contributor.author | Drachen, A | en_US |
dc.date.accessioned | 2023-02-17T09:35:46Z | |
dc.date.available | 2022-12-19 | en_US |
dc.date.issued | 2023-01-07 | en_US |
dc.identifier.uri | https://qmro.qmul.ac.uk/xmlui/handle/123456789/84498 | |
dc.description.abstract | Despite the prevalence of gaming as a human activity, the literature on playtime is uninformed by large-scale, high-quality data. This has led to an evidence-base in which the existence of specific cultural gaming cultures (e.g. exceptional levels of gaming in East Asian nations) are not well-supported by evidence. Here we address this evidence gap by conducting the world's first large-scale investigation of cross-cultural differences in mobile gaming via telemetry analysis. Our data cover 118 billion hours of playtime occurring in 214 countries and regions between October 2020 and October 2021. A cluster analysis establishes a data-driven set of cross-cultural groupings that describe differences in how the world plays mobile games. Despite contemporary arguments regarding Asian exceptionalism in terms of playtime, analysis shows that many East Asian countries (e.g., China) were not highly differentiated from most high-GDP Northern European nations across several measures of play. Instead, a range of previously unstudied and highly differentiated cross-cultural clusters emerged from the data and are presented here, showcasing the diversity of global gaming. | en_US |
dc.format.extent | 386 - ? | en_US |
dc.language | eng | en_US |
dc.relation.ispartof | Sci Rep | en_US |
dc.rights | This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. | |
dc.rights | Attribution 3.0 United States | * |
dc.rights.uri | http://creativecommons.org/licenses/by/3.0/us/ | * |
dc.subject | Humans | en_US |
dc.subject | Mobile Applications | en_US |
dc.subject | Cross-Cultural Comparison | en_US |
dc.subject | Video Games | en_US |
dc.subject | Behavior, Addictive | en_US |
dc.subject | China | en_US |
dc.title | Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data. | en_US |
dc.type | Article | |
dc.rights.holder | © 2023, The Author(s). Published by Springer Nature | |
dc.identifier.doi | 10.1038/s41598-022-26730-w | en_US |
pubs.author-url | https://www.ncbi.nlm.nih.gov/pubmed/36611041 | en_US |
pubs.issue | 1 | en_US |
pubs.notes | Not known | en_US |
pubs.publication-status | Published online | en_US |
pubs.volume | 13 | en_US |
dcterms.dateAccepted | 2022-12-19 | en_US |
rioxxterms.funder | Default funder | en_US |
rioxxterms.identifier.project | Default project | en_US |
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Except where otherwise noted, this item's license is described as This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.