ExploringGamingPreferencesinDifferentCultures Abstract Inthispaper,Ireportonastudythatexploredtherelationshipsamonggamingpreferencesandcultural differences.Iconductedinterviewswithsevengamersfromfivecountriestounderstandtheirgaming preferences;additionally,IusedHofstede’sValueSurveyModuletoevaluatetheirculturalvalues. Throughaninductiveanalysis,Iidentifiedseveralthemesinparticipants’gamingpreferencesthat demonstratedaclearcueofinfluencefromtheirculturalvalues:(1)socialinteractionwasassociated withplayer’svalueofuncertaintyavoidance,individualism/collectivismandpowerdistance;(2)tension andhumoringamewasassociatedwithhighuncertaintyacceptance;and(3)opennessandfreedom wasrelatedtoindividualism.Amongthesegamingaspects,socialinteractionandtensionwerethe mostlyfavoredonesamongtheparticipants. 1.Introduction Inthisexploratorystudy,Iconductedinterviewswithsevengamersfromfivenations,aimingat exploringrelationshipsamongculturaldifferencesandpreferencesofgametypesandgamingaspects. Inparticular,Iwasinterestedinunderstanding:(1)towhatdegreecouldindividualgamingpreferences beattributedtohis/herculturalvalues;and(2)howthegamingpreferencesandculturalvaluesare related. Manyresearchershavefoundthatgamingexperiencesandperceptionsvaryacrosscultureswhenthe samegameisplayed(Chuahetal.,2007;Hofstede&Murff,2011;Meijeretal.,2006).Playersusually bringculturallysaturatedassumptions,knowledge,andinformationaboutinteractionsintogames (Consalvo,2009;Hofstede,2007).Hofstedeetal.(2010)definedcultureas“therulesofthesocialgame.” Assuch,people’sculturalvaluespervasivelyinfluencestheirday-to-daylife,andbyextensioninfluences gameplayandgamedesignactivities. Researchershavearguedthatgamedesignersshouldpayspecialattentionwhendesigningagamefora differentcultureorinacross-culturalcontext(Hofstede,2007;Khaledetal.,2009;Meershoeketal., 2012).Manyhavealsoexploredgamedesignmethodsthatfacilitateconsiderationofcultural differences(Khaledetal.,2009;Meershoeketal.,2012).However,methodsusedinpreviousresearch werebasedonsubjectiveanalysisofculturaldifferencesandnon-empiricalmappingbetweencultural conflictsandgamedesigncomponents.Inotherwords,thereislittleknowledgeastotherelationships amongculturalvaluedifferencesandgameplaypreferencesbeyonddeductivepredictions.Inthisstudy, Iaimatbridgingthisgapandfocusonaninductiveinquiryastohowpeople’sgamingpreferencesmight beinfluencedbytheirculturalvalues.Ibelievebyexploringthisaspectofgaming,wewillbeableto proceedtoastrongerpositiontoinformculturallysensitivegamedesign. Inthenextsubsections,Iprovidebackgroundforthestudy:insection1.1,IdescribetheHofstede’s culturaldimensions,whichisthetheoreticalframeworkthatguidedthisinvestigation;insection1.2,I 1 describeCaillois’sgameclassificationscheme,whichisusedtoframediscussionaboutgaming preferencesinthisstudy;andinsection1.3,Idiscussworksthatarecloselyrelatedtothisstudy. 1.1CulturalDimensions ThisstudyisframedaroundtheculturaldimensionmodelproposedbyHofstede.Aimingat distinguishingkeycharacteristicsofnationalcultures,Hofestedeetal.’smodeliscomprisedofsix culturalvaluedimensions:(1)powerdistance(PDI),whichmeasurestheextenttowhichtheless powerfulmembersexpectandacceptthatpowerisdistributedunequally;(2)levelofindividualism(IDV), whichmeasuresthedegreetowhichindividualsareindependentfromeachother(asopposedto collectivism,whichdepictsthedegreetowhichindividualsareintegratedtogroups);(3)levelof masculinity(MAS),whichmeasuresthedistinctionofemotionalrolesbetweengenders(asopposedto femininity,whichdepictstheoverlapofemotionalgenderroles);(4)uncertaintyavoidance(UAI),which measurestheextenttowhichthemembersofaculturefeeluncomfortablewithambiguityorunknown; (5)long-termorientation(LTO),whichmeasuresthedegreetowhichmembersofacultureattach importancetofuturerewards(asopposedtoshort-termorientation,whichisrelatedtoimmediate situationsorrewards);and(6)indulgenceversusrestraint(IVR),whichmeasuresthetendencyof yieldingtohumandesires(Hofstedeetal.,2010). Hofstedepredictedpossibledifferencesofgamepreferenceandgamingbehaviorwithrespecttoeach culturaldimension(Hofstede,2007);thesummaryforthefirstfourdimensionsisshowninTable1.In thisstudy,Ifocusedonexploringtherelationshipamongthesefourdimensionsandgamingpreferences. Table1Hofstede’spredictionofrelationshipsamonggamingbehaviorsandculturaldimensions CulturalDimension Collectivism Identity Hierarchy Gender Individualism Highpowerdistance Lowpowerdistance Masculinity Femininity Stronguncertaintyavoidance Fearofthe unknown Weekuncertaintyavoidance GamingBehavior • Gaminggroupisstableandhardlychanged. • Teamingwithstrangermaybehard. • Gaminggroupisvoluntary. • Easytoteamwithstrangers. • Usuallybringreal-worldhierarchyintogame. • Notendencytobringreal-worldhierarchyintogame. • Winningisamajorissue. • Expectgametobecompetitive. • Moreintoleranttotransgressions/cheatingsandinsults. • Winningisnotthegoal. • Expectgametobecorporative. • Moretoleranttotransgressions/cheatingsandinsults. • Preferrule-basedgaming;dislikegamesthatinclude ambiguity. • Wanttobewellprepared;anxiousaboutmakingfools aboutthemselves. • Curiousaboutdifferentpossibilitiesingames. • Likesurprisesingames. 1.2GameClassification RogerCailloisprovidedausefulclassificationofgameplay(Caillois,2001).Heclassifiedgameplayinto fourfundamentalcategories:(1)competitiveplay(agon),whereplayersorplayingteamsarein opposition;(2)chance-basedplay(alea),whereplayisbasedonadecisionindependentoftheplayers; 2 (3)simulationplay(mimicry),whereplaypresupposesatemporaryacceptance(e.g.animaginary universe);and(4)vertigoplay(ilinx),whereplayconsistsofanattempttomomentarilydestroythe stabilityofperception(Caillois,2001).Hethenplacedeachcategoryintoaspectrumfrom“paidia,” whichisimprovisationalandspontaneousactivitiesto“ludus,”inwhichplayisstructuredandfollows strictrules.Cailloisarguedthatthisclassificationframework“reflect(s)themoralandintellectualvalues ofaculture”and“contributestotheirrefinementanddevelopment.”Inthisstudy,IusedCaillois’s classificationschemetoframediscussionsaboutpreferencesofgametypesandgamingaspects. 1.3RelatedResearch Manyresearchershavefoundthatgamingexperienceandperceptionsvaryacrosscultureswhenthe samegameisplayed(Chuahetal.,2007;Hofstede&Murff,2011;Meijeretal.,2006).Forexample, Hofstede&Murff(2011)reportedasurprisingphenomenonfromstudentsinherMBAclasses. TaiwanesestudentsdisplayedatotallydifferentgamedynamicfromU.S.studentswhenplaying‘SO LONGSUCKER,’aclassicbargaining/economicstrategygamedesignedbyAmericans.Thegameis designedfora20-minuteplaysession(i.e.,thatisusuallyhowlongittookforU.S.participants)andthe goalistoeliminateotherplayersandbethelastundefeatedplayer.However,whenplayedby Taiwaneseparticipants,“collaborativeratherthanantagonisticbehaviorsoccurred,”andthegamecould lastforhourswithoutkickinganybodyout(Hofstede&Murff,2011).Theauthorsattributedthis phenomenontotheculturaldifferencesbetweentheTaiwaneseandAmericanplayers;theauthors arguedthatthedifferenceshighlightedtheroleofunwrittenrulesingameplay. Similarly,Chuahetal.(2007)reportedonastudythatexamineddifferencesinhowMalaysianChinese andUKstudentsplayedUltimatumwithopponentsoftheirowncultureaswellasoftheotherculture. Ultimatumisahighlyinteractiveeconomicexperimentalgameinwhichtwoplayersdecidehowto divideasumofmoneythatisgiventothem,withthefirstplayer(theproposer)proposinghowtodivide thesumandthesecondplayer(theresponder)eitheracceptingorrejectingthisproposal.Intheirstudy, Chuahetal.found:(1)Malaysianproposerstendtomakesignificantlyhigherofferstotheircompatriots thantoUKresponders,and(2)MalaysianrespondersrejectedsignificantlymoreoffersthantheirUK partnersincross-nationalgames(Chuahetal.,2007).Whilethisstudywaslimitedtoaneconomic simulationgame,itdemonstratedthatwiththesamewrittenrulesgamingexperienceandoutcome couldbedramaticallydifferentwhenplayedwithpeoplefromdifferentcultures;i.e.differentunwritten rulesappliedineachculture. Researchershavearguedthatgamedesignersshouldpayspecialattentionwhendesigningagamethat wouldbeplayedbyadifferentcultureorinacross-culturalcontext(Hofstede,2007;Khaledetal.,2009; Meershoeketal.,2012).Manyhaveexploredgamedesignmethodsthatfacilitateconsiderationof culturaldifferences(Khaledetal.,2009;Meershoeketal.,2012).Forexample,Khaledetal.(2009) redesignedandevaluatedaseriousgameaimedatsmokingcessation.Thegamewasoriginally designedforNewZealandEuropeanplayerswhoareconsideredindividualistic;theredesignedgame wasforMaoriplayerswhoareconsideredcollectivists.Afterevaluatingthegamewithparticipantsfrom bothcultures,theyfoundthattheculturallymatchedconditionsyieldedgreaterpersuasion;i.e.the playerswhoplayedtheversionthatisdesignedfortheirculturewouldhaveagreaterpositivechangein intentiontoquitsmokingthanplayingtheotherversion(Khaledetal.,2009). 3 Inanotherexampleofconsideringcultureingamedesign,Meershoeketal.(2012)proposed‘Culture DrivenGameDesignMethod.’Hisdesignmethodfocusedonadjustingagametothecultureofits players.Themethodincludesthreeiterativesteps:(1)assessingtheculturaldifferenceofplay-testers andtargetplayers;(2)translatingculturaldimensionsintogameelements;and(3)evaluating applicability(Meershoeketal.,2012).Thefirststep,assessment,usesHofstede’sframework.Forthe secondstep,theauthorscreateda‘CrossDimensionalMatrix’wherepotentialconflictsbetween culturaldimensionsaremappedagainstasetofgamedimensions.Theauthorsevaluatedthemethod againstthetraditionalplay-testingmethodintwocasestudiesandfoundthattheirmethodresultedin similarsuggesteddesignmodificationswiththetraditionalplay-testingmethodthatinvolvedparticipant fromdifferentcultures.Onelimitationofthismethodisthatthemappingsbetweenculturaldimension andgamedimensionarebasedonpredictedevaluations.Inaddition,thegamedimensionmodelthey usedmainlyfocusesonsimulationgames;itmissedsomeaspects(e.g.randomness)thatarecrucialfor othergamegenres.Inthisproposedstudy,Iwilladdressthesegaps. 2.Methods Inthissection,Idescribethesevenparticipants,thedatacollectioninstruments(i.e.theinterview protocolandtheHofstede’sValueSurveyModule),andthedataanalysisprocedure. 2.1Participants Sevenparticipantswererecruitedfrommypersonalfriends,acquaintances,andinternationalstudents whoattendDePaulUniversity.Allparticipantsspentmorethanthreehoursperweekplayinggames. ThenationalitiesoftheparticipantsareshowninTable2. Table2Nationalityofparticipants ParticipantID Nationality P1 Turkey P2 Belgium P3 Belgium P4 China P5 China P6 Poland P7 U.S AllparticipantswerelivingintheUnitedStatesandfluentinEnglish.AllbuttheU.S.participantwere internationalgraduatestudentswhostudiedinanU.S.universityforbetweenthreemonthstotwo years.TheU.S.participantwasayoungprofessionalwhohadbeenworkingfortwoyears.Allbutone Chineseparticipant(P4)weremaleandallparticipantsagedbetween25and29yearsold. 2.2Instruments Thisstudywasbasedontwodatacollectioninstruments:(1)semi-structuredinterviewswere conductedtounderstandparticipants’gamingpreferencesand(2)theHofstede’sValueSurveyModule wasusedtoevaluatetheparticipants’reflectionontheirculturalvalues. 2.2.1Interviewprotocol Iconductedone-on-oneinterviewsinOctoberof2012atDePaulUniversityandparticipants’homes; eachinterviewtookbetween30to45minutes.InterviewswiththeChineseparticipantswere conductedinChinese,whileotherswereconductedinEnglish.Allinterviewswererecordedandlater transcribed.Participantswereaskedtotalkabout:(1)whatgamestheywererecentlyplaying;(2)how theyusuallychoosethegames;(3)todescribethefirstgametheyplayedandgotexcited;(4)todescribe 4 theirall-timefavoriteandleastfavoritegamesandreasons;(5)totellastoryabouttheirbestandworst gamingexperience;and(6)whatfeaturesorelementstheywouldincludeiftheycoulddesigngamesfor themselves. 2.2.2ValueSurveyModule2008 Attheendofeachinterview,participantswereaskedtofillouttheEnglishversionoftheValueSurvey Module2008(Hofstedeetal.,2008).Thesurveycontains28questionsthatarestructuredalong Hofstede’ssixculturedimensions.Inthisstudy,thesurveywasusedtoevaluatetheculturevaluesfrom theparticipants’perspectives. 2.3Dataanalysis Aftertheinterviewsweretranscribed,Ianalyzedthedatainductivelytofindthemesofgaming preferences.Icodedforthegametypesandgamingaspectstheparticipantsmentionedandcodedfor thethemesintheirbestandworstgamingexperiences.TheValueSurveyresultswerecalculatedbased ontheformulasprovidedbyHofstedeetal.(2008).Asonecalculationstep,theresultswerenormalized tomakeallscoresrangebetween0and100. 3.Results Inthissection,IsummarizetheculturalvaluesoftheparticipantsbasedonHofestede’sdimensionsand thethemesontheirgamingpreferences. 3.1Culturalvalues Theparticipants’reflectionsontheirculturalvaluesinpowerdistance(PDI),individualism(IDV), masculinity(MAS),anduncertaintyavoidance(UAI)areshowninFigure1.ThePDI,IDV,andUAI measuresoftheparticipantswerenicelydiversifiedalongthedimensions.TheMASmeasuretendedto behigh;thatmayduetothatthesamplewasbiasedtowardsthemalegender. 100 CalturalValueScore 90 80 70 60 50 40 30 20 10 0 P1 P2 P3 P4 P5 P6 P7 PDI 43 15 83 33 43 28 5 IDV 27 73 85 62 50 3 62 MAS 95 78 60 8 60 60 60 UAI 80 10 37 80 37 87 0 Figure1Culturalvalueofparticipants 5 3.2Gamingpreferences Iidentifiedfourthemesinparticipants’gamingpreferencesthatdemonstratedaclearcueofinfluence fromtheirculturalvalues:(1)socialinteraction(i.e.cooperativeand/orcompetitiveplay),(2)tensionin game,(3)opennessandfreedom,and(4)humor.Table3summarizedthegamingpreferencesofeach participant. Table3Gamingpreferences Gamingaspects P1 P2 P3 P4 P5 P6 P7 Socialinteraction X X X Tension X X X Openness/freedom X X Humor X X *Xindicatesthattheparticipantmentionedthataspect. 3.2.1Socialinteraction Whileallparticipantsmentionedthattheyplayedgameswithotherpeople,threeparticipants(P3,P5, andP7),alltendtobeuncertaintyacceptant,explicitlyexpressedtheirpreferenceinsocialinteractionin thegames.However,theytendedtopreferdifferenttypesofsocialplay.Specifically,P5mentionedthat helikedcompetitiveplay(i.e.toplayagainstco-players)andtalkedaboutplayingwithhispersonal friends(e.g.collegeclassmates);P7expressedpreferenceincooperativeplay(i.e.toworkwithcoplayersagainstthegame)andmentionedplayingwithhisfamily(i.e.parentsandwife);andP3likedto playwithhisonlinefriendsandtalkedaboutbothcompetitiveandcooperativeaspects(i.e.toworkwith co-playersagainstotherplayers). Tofurtherunderstandparticipant’spreferencesofsocialinteractioningames,Ianalyzedtheirsocial gamingfrequencyinthesethreetypesofsocialplay;i.e.(1)playingonline,(2)playingwithfriends,and (3)playingwithfamilies.Inascalefromonetofive(withonebeingverylowandfivebeingveryhigh),I codedfortheirgamingfrequencyofthesethreetypes.Ithencodedtheoverallpreferenceofsocial gamingbasedonthesumofthesethreescores.Table4summarizedtheresults. Table4Preferenceinsocialgaming ParticipantID Playingonline Playingwith friends Playingwith families Overallpreference insocialgaming P1 Low(2) VeryLow(1) VeryLow(1) Low P2 VeryLow(1) Low(2) Medium(3) Medium P3 VeryHigh(5) Medium(3) VeryLow(1) High P4 VeryLow(1) Low(2) Low(2) Low P5 Medium(3) VeryHigh(5) VeryLow(1) High P6 VeryLow(1) Low(2) VeryLow(1) Low P7 VeryLow(1) Low(2) Medium(3) Medium 6 Inalignmentwiththeirself-reportedpreference,Iidentifiedtwoparticipants(P3andP5)ashavinghigh preferenceinsocialgaming;forexample,P3mentionedthathealmostexclusivelyplaysonlinegamesor playsgameswithfriends: “It’salwaysexcellentwhenIplaywithfourpeopleorfivepeopleandweknowwhattodoand weknowwhateachothersaresupposedtodoandcovereachother.Playingtogether,we alwayshaveagoodtime.WhenIwasplayingaloneIusuallydon'tplaytoolong,becauseIget frustratedsinceIdon'thaveanyonetoplaywith.” AlthoughP3andP5bothhadhighinpreferenceinsocialinteraction,theylikeddifferenttypesofsocial gaming.Thisdifferenceinpreferencetendstobeassociatedwiththeirindividualism/collectivismvalues. P3,whoisveryindividualistic(seeFigure1),emphasizedhispreferenceinonlinegamingofFirstPlayer Shooter(FPS)gamesandtalkedabouthowhemetfriendsallovertheworldinthatgame;P5,whois consideredmorecollectivistic,mainlytalkedaboutplayingwithhispersonalfriends(e.g.college classmates). Inaddition,threeparticipants(P2,P4,andP7)mentionedthattheyplayedwiththeirfamiliesonregular basisorinspecialoccasionsasatradition(e.g.holidays);alltendtohaveaverylowlevelofpower distance(seeFigure1).Forexample,P2discussedtheroleofgameasacommoncontexttogatherthe familytogether: “Soifwe(thefamily)playtogether,mostofthetimewetrytopicksomethingverysimple,so thatwecanhavefun,youknow.Youdon'thavetomaketoomucheffort.Youcantalkandlaugh andthendrinkorsomething.It'slikeanenvironmenttojustputpeopletogether.” 3.2.2Tension WhileHofestededidnotexplicitlydiscusshowtensionwasrelatedtoculturaldimension,uncertainty avoidance(UAI)isassociatedwithtoleranceofambiguity.Threeparticipants(P2,P3,andP5)whoall scoredlowerinUAI(thusambiguitytolerant)discussedpreferenceinthetensionbroughtbythegames. Theyexpressedpreferenceinfast-pacedgamingorgamesthatrequirefastactions/reactions.For example,P3said: “IliketheFPS(firstpersonshooter)themostbecauseitrequiresalotofactionsandyoucan reallyimmerseyourself…” Whentalkingaboutthegamethatheiscurrentlyplaying,P2alsohitthisaspect: “IfyoutaketheSuperMeatBoy,it'sverysimplebutyoufeelyouareincontrol.Youfeelyour characterrespondperfectlytowhatyouaredoingwithyourcontroller.It’saveryfastandvery intensivegamethatmakesyounervous.” 3.2.3Opennessandfreedom Twoparticipants(P4andP7),bothwereconsideredveryindividualistic,mentionedtheirpreferencein theopennessandfreedomprovidedinthegames.Theyvaluedthecreativeaspectofgamesand 7 attachedimportancetothefeelingofnovelty.Forexample,P4mentionedthatshelikedtoplaylife simulationgames(thegamesinwhichtheplayerfreelycontrolsoneormorevirtuallifeforms): “Ireallyliked‘theSims.’It’skindofalifesimulationgame.Imean,youcanactuallydoanything youwant–thingsyoucanorcannotdoinreallife.Youcancreatealotofthings.Ilikedthe creativityinit.” P7alsotalkedabouthispreferenceinsandboxgames.Thosearethegameswhereminimalconstrains areimposedandtheplayercouldroamandmodifytheworldfreelyanddecidehowtheyplay.Hesaid: “[PlayingFallout3(asandboxgame),]itisjustlikeyougoaroundandthenyoucandowhatever youwanttodointhegame.…Youkindofmakeofyourownstoryinthisgame.SoImean there'stheimaginationthatIreallylike.” 3.2.4Humor Twoparticipants(P2andP7),bothhadaveryhighlevelofuncertaintyacceptance,mentionedthatthey likedthehumoringames.Forexample,whenP2talkingaboutagamecalled‘TimeSplitter,’hesaid: “Tothemostcritiques,it'sveryrealistic;tomeit'snotimportanttobethatrealistic.Andthe graphicisnotgoodbutIthinkit'snotaproblem.Butthereisaformofhumorinthegame.The universeiscrazy,thecharactersarecrazy.Sothatmadeitveryfun.” 4.Discussion Ifoundpatternsindicatingthatweakuncertaintyavoidancewasassociatedwithpreferencein socialization,tension,andhumoringames.Therewasalsoatrendthathighindividualismrelatesto preferenceinopen-worldgamesandhighfrequencyofonlinegaming.Ifoundthatmostparticipants hadmultiplepreferredgamingaspectsandtheparticipantswhohaddifferentculturalvaluesshared somegamingpreferences. 4.1Relationshipsamonggamingpreferencesandculturalvalues Whiletheresultsmaynothaveahighexternalvalidityduetothesmallsamplesize,thepatternsonthe relationshipsamongparticipants’gamingpreferencesandtheirculturalvaluesemerged.Weak uncertaintyavoidance(i.e.lowUAI)tendedtobeassociatedwithhighpreferenceinsocializationinmy sample.Ispeculatethatthisrelationshipmightbebecausethatsocialgaming(especiallyonlinegaming) involvesagreatdealofuncertaintyoriginatedfromtheco-players.Inaddition,othercultural dimensionssuchasIDVandPDIcaninfluencepeople’spreferenceondifferenttypesofsocialgaming. Forexample,peoplefromlowIDVsocietiestendedtoplaymorewithpeoplefromtheirin-groupsand preferstablegamegroups. Inaddition,weakuncertaintyavoidance(UAI)alsoseemedtoassociatewithpreferencesintensionand humorinthegames.ThissupportsHofstede’sclaimsthatpeoplefromweakuncertaintyavoidance culturesarecomfortablewithunfamiliarrisksandappealtohumorinadvertisings(Hofstedeet.al. 2010).Ontheotherhand,preferencesinopennessandfreedomwerenotassociatedwithlowUAI, whichwascontrarytoHofestede’sprediction.Instead,theywereassociatedwithhighindividualism.An 8 interpretationofthisisthatwhileintroducingambiguousandunknown,open-worldgamesalsoprovide playersmorecontroltodealwithuncertainty;peoplefromindividualisticcultureswouldtendtofavor thiscontrol. 4.2Multiplegamingpreferenceandcross-culturalgamingpreference Fouroutofthesevenparticipantslikedmorethanoneaspectofthegames.Forexample,P7mentioned thathelikedthesocialinteraction,theopennessandfreedomprovidedingames,andhumoringames.I alsofoundthatparticipantswhocamefromdifferentculturessometimessharesomecommongaming preferences.Specifically,themostlyfavoredgamingaspectsamongtheparticipantsweresocial interaction(N=3)andtensioningames(N=3).Thesefindingsindicatedthatgamingpreferenceisa complexphenomenon,whichmightbeinfluencedbymultiplefactors;i.e.culturaldifferencesareonly onefactoramongothersthatcouldinfluencegamingpreferences.Iwouldarguethatthiswouldbeone ofthereasonswhysomegames(e.g.SuperMarioBros)weresuccessfulglobally. 5.Limitationandfuturework Sincethisstudyonlyinvolvedsevenparticipants,theresultsmaynotbegeneralizable.Moreover,I speculatedthatonlyalimitedportionoftherelationshipsamonggamingpreferencesandcultural valueswerediscoveredduetothesmallsamplesize.Thusinthefuture,Iwouldliketoexplorethis studymoreextensively;thiswouldincludeinterviewingalargersampleofgamersfrommorediverse culturalbackgrounds.Afterknowingmorequalitativerelationshipsamonggamingpreferencesand culturalvalues,Iwouldalsoliketoconductsurveystudiestoincludemoreparticipantsandallow quantitativeexaminationofthecorrelation. 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