@article{oai:osu.repo.nii.ac.jp:00002439, author = {山本, 晃輔 and 曽我, 千亜紀 and ムナン, ジュリアン and YAMAMOTO, Kohsuke and SOGA, Chiaki and MENANT, Julien}, issue = {21}, journal = {大阪産業大学人間環境論集, OSAKA SANGYO UNIVERSITY JOURNAL OF HUMAN ENVIRONMENTAL STUDIES}, month = {Mar}, note = {In recent years, there has been much psychological research on video gaming. This study compares game engagement and favorite game titles among college students and general adults. We conducted a survey sampling two hundred and eighty-nine college students and five hundred and fifty-nine general adults who completed the Game Engagement Questionnaire (GEQ). Results show college students rated significantly higher compared to general adults on immersion and spatial presence factors of the GEQ. No significant differences are found between the groups in absorption and flow factor, which are subfactors in the GEQ. In addition, no difference in game play time between the groups is evident. These results suggest the time of day, rather than number of hours of game playing, may influence the gaming disorder. Furthermore, results of the text mining with correspondence analysis suggests there may be differences in the content of favorite game titles between college students and general adults.}, pages = {1--9}, title = {大学生と一般成人におけるゲーム没入感と好まれるゲームタイトル ―テキストマイニングによるコレスポンデンス分析を用いた比較研究―}, year = {2022}, yomi = {ヤマモト, コウスケ and ソガ, チアキ and ムナン, ジュリアン} }