Article published In: Interaction Studies: Online-First Articles
Variations in gaming experiences, time, and spending across genres
Published online: 18 May 2026
https://doi.org/10.1075/is.24031.jo
https://doi.org/10.1075/is.24031.jo
Abstract
The study investigates the impact of different game genres on gaming behavior among students from 4th grade to
12th grade. Previous research often focused on isolated aspects of gaming without considering genre-specific influences. This
study aims to fill that gap by examining how genres affect challenge and achievement, social interaction, flow, gaming time, and
spending. Using ANOVA and Sidak post-hoc tests, the analysis included a sample size of 49,569 respondents. The findings indicate
significant differences across genres: Multiplayer Online Battle Arena (MOBA) games foster higher levels of challenge,
achievement, social interaction, and flow compared to other genres. Players of MOBA games also exhibit the highest engagement in
terms of gaming time and financial investment. Role-Playing Games (RPG) and First-Person Shooter (FPS) games also show notable
engagement levels but to a lesser extent. These results suggest that game genre significantly shapes gaming behaviors and
experiences, highlighting the importance of genre-specific design and marketing strategies. For scholars, this study emphasizes
the need for more granular research into game genres. For practitioners, including game developers and service providers, the
findings offer insights into enhancing player engagement and tailoring game features to specific genres.
Article outline
- 1.Introduction
- 2.Literature review and hypothesis
- 3.Methodology
- 3.1Instrument development
- 3.2Subject and data collection
- 4.Analysis results
- 4.1Results across game genre
- 4.1.1Gaming experience
- 4.1.2Gaming time and spending
- 4.2Exploratory analyses across school levels
- 4.2.1Age-related variation in game genre preferences
- 4.2.2Gaming experience
- 4.2.3Gaming time and spending
- 4.1Results across game genre
- 5.Discussion
- 5.1Gaming experience
- 5.2Gaming time and spending
- 6.Conclusion
- Declaration of generative AI and AI-assisted technologies in the writing process
Reference
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