The preferences of Iranian teens in online and video games: A qualitative study.

Keywords: Teenagers’ preferences, games, video games, qualitative research, Iran

Abstract

The present study aimed to identify Iranian adolescents’ preferences and tastes regarding video games. This study was a qualitative research adopting contractual content analysis. The statistical population consisted of adolescents aged 13-15. Semi-structured interviews were used and the data were analyzed based on Graneheim and Lundman’s method. 10 categories were finally formed such as Game as an integral part of life, Access methods, Game with excitement and pleasure, Visual charm in player attraction, Interactive game as a factor for attracting players. Iranian adolescents have some special interests and paying attention to the preferences of this group can be effective in attracting them to domestic production and make these products more popular.

Published
2020-01-01