Skip to content
Show Menu

PEDAL Hub Library

We’ve rounded up a set of high-quality play resources for you to explore. The library houses a collection of links that will take you to peer-reviewed publications, videos of play experts, and websites that may be of interest to you.

You can use the filters below to find the resources that best match your interests. The library can be sorted by format (journal papers, videos, blogs etc.), child age, and type of play.

Happy exploring!

Make a Suggestion

Are there cultural differences in how we play? Examining cultural effects on playing social network games

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 […]

Title: Are there cultural differences in how we play? Examining cultural effects on playing social network games
Abstract:

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. © 2012 Elsevier Ltd. All rights reserved.

Publication year: 2012
Date: 28/07/2022
Volume: 28
Page/s: 1307-1314

Make a suggestion

Let us know if you have a play-filled, well-researched article, blog, or video you think we should add to our library.