The Power of Minecraft
Maren Scheffler (10356894)
Research Master Degree, Communication Science
Graduate School of Communication
University of Amsterdam
June 29, 2017
Supervisor:
Dr. Jessica Piotrowski
Author Note
This research was supported in parts by a grant from Kennisnet (Study 1), small gifts
from the Microsoft Corporation (Study 2), two books from Meis & Maas (Study 2), and
financial support from the Graduate School of Communication, University of Amsterdam
(Study 2). Correspondence concerning this article should be addressed to Maren Scheffler,
Acknowledgements
First, I would like to express my sincere gratitude to my supervisor Dr. Jessica
Piotrowski. Her support, patience, words of encouragement, immense knowledge and
expertise during all phases of this Master’s thesis helped me to learn, grow, and always strive
for the best of my abilities. She always knew exactly how to guide me into the right direction
and achieve the goals I was aiming for – when I missed the forest for the trees. I could not
have imagined a better supervisor for my Master’s thesis.
Besides my supervisor, my sincere thanks also goes to Dr. Sindy Sumter for her
support and assistance, especially during the focus group sessions and preparation for the
survey – which both required academic research skills and experience, and an excellent
command of the Dutch language. Her insightful comments helped me to improve my research
and widen my perspective.
I would also like to thank the supporters and sponsors of this project: Kennisnet (with
special thanks to Remco Pijpers), The Microsoft Corporation (especially Martin Diepeveen),
Meis & Maas, and of course the Graduate School of Communication (University of
Amsterdam) who provided my with the precious possibility to offer incentives to my research
participants, use their networks for recruitment purposes, and access laboratory and research
facilities.
Finally, I want to particularly single out the adolescents who participated in my
research. Withouth them, this thesis would not have been possible. Thank you very much,
Abstract
Despite the global popularity of the game Minecraft among male and female
adolescents, little is known about the motivation behind this gameplay and why the game
(unlike so many others) seems to appeal equally to both genders. Guided by predictions of
selective exposure and uses and gratifications theory, two complementary studies were
conducted to address this gap. In Study 1, focus groups were conducted with thirty-five
adolescents to explore these motivations. Results indicated that, while all adolescents select
the game for its exciting, entertaining, and social aspects, girls explicitly note its peaceful,
care-giving features while boys highlight thrill-seeking and competitive motivations.
Additionally, girls prefer creative and single-player Minecraft-mode while boys prefer
survival and multi-player mode. Finally, tweens (aged eleven to twelve) select more basic
and safe gameplay options while teens (aged thirteen to fifteen) choose more advanced and
risky play options. In Study 2, these findings were deductively investigated through an online
survey with 155 adolescents. Supporting Study 1, Study 2 found that adolescents indeed are
motivated to play Minecraft as a result of its entertaining and social features. However, in
contrast to Study 1, adolescents are not only motivated by the games potential to excite them,
but also for its potential to calm them down – suggesting attributes of mood management.
Similar to Study 1, Study 2 found that boys’ motives are indeed more competitive when
compared to girls. Also supporting Study 1, Study 2 showed that girls prefer creative and
single-player mode, compared to boys who prefer survival and multi-player mode. Finally, in
line with Study 1, Study 2 showed that tweens prefer more basic play while teens favor more
advanced play. All told, it seems that the motivation to play Minecraft is attributable to its
customizability - allowing tweens and teens of both genders to play the game in ways which
The Power of Minecraft
Today’s tweens and teens are spending an ever-increasing amount of their free time
playing digital games. Indeed, it seems that playing games on online platforms is an essential
part of what it means to grow up in the Western culture. And perhaps not surprising given the
popular rhetoric of the day, the existing scholarship shows that gender often (greatly)
influences game selection – leading to dramatically different sets of “popular” games for
boys and girls, with girls preferring games such as Candy Crush and The Sims, and boys
more frequently noting content such as Call of Duty and Grand Theft Auto (GTA;
Valkenburg & Piotrowski, 2017). Interestingly, however, in recent years – one specific game
has been emerging as popular amongst both boys and girls – Minecraft (Valkenburg &
Piotrowski, 2017).
Minecraft is one of the most successful digital games of our times with more than one
hundred million registered gamers worldwide (Super Data, 2015; The New York Times,
2016). Unlike nearly any other game before it or since its time, it has attracted the interest of
boys and girls in almost equal numbers; so much so that The New York Times has referred to
the millions of tweens and teens playing this game as the ‘Minecraft Generation’. From a
societal perspective, the game has certainly left its mark, and continues to leave its mark on
millions of children worldwide. But this game also represents a complete separation from the
games before it, leaving many scholars and media developers wondering just what is it about
Minecraft that makes it so unique. What are the general motivations behind playing this game
and, more specifically, how is this game able to meet these motivations for both genders,
when so many games before it were unable to do so? Through a multi-methodological
two-study approach, this research aims to tackle these questions in order to both contribute to our
theoretical understanding of how media motivations influence media use, but also to offer
important information for media developers interested in creating gender-neutral games for
youth today.
What is Minecraft?
To study Minecraft, one must understand what the game entails. Minecraft is a game
that is built entirely of cubic bricks, offering a limitless map for players to explore, build, and
survive in. It is often referred to as ‘virtual Lego’, because its building blocks resemble Lego
bricks. Different than Lego however, players can not only build static buildings, but also
develop simulations of moving objects (Banks & Potts, 2010). The New York Times describes
the ‘open sandbox game’ as something that:
Doesn’t really feel like a game. It’s more like a destination, a technical tool, a cultural
scene, or all three put together: a place where kids engineer complex machines, shoot
videos of their escapades that they post on YouTube, make art and set up servers,
online versions of the game where they can hang out with friends. It’s a world of trial
and error and constant discovery, stuffed with byzantine secrets, obscure text
commands and hidden recipes. (The New York Times, 2016; p. 2)
Minecraft can be played on desktop or laptop computer, iPad or tablet, game console,
or smartphone. The game was created by Markus Persson, the founder of Mojang AB, and
officially released on November 18, 2011 (Minecraft Wiki, 2016). Players use the
three-dimensional gaming environment to break and place the iconic cubic blocks from different
materials to build “creative structures, creations, and artwork on multi-player servers and
single-player worlds across multiple game modes” (Minecraft Wiki, 2016). The game is one
of the most successful international computer games of all times, with 26.2 million sales as of
June 14, 2017. In single-player mode, the player moves, builds, and survives in his or her
own world, without interfacing with other gamers. In multi-player mode, the player visits the
worlds of other gamers, joins them to play minigames, or even fights epic battles together.
Very often, gamers in multi-player mode connect via the chat function, or talk to each other
via Skype. Since Minecraft does not have a storyline, it is unrestricted and has no right or
wrong way to be played (Duncan, 2011).
Valkenburg and Piotrowski (2017) argue there are three broad genres for digital
games: Action games, strategy games, and process-based games. They further argue that
most digital games are combinations of these three genres (Valkenburg & Piotrowski, 2017).
This also applies to Minecraft, with its five substantially differing gaming modes: Survival,
creative, hardcore, adventure, and spectator mode (Gamepedia, 2017). As a result, it is
challenging to classify Minecraft as one specific type of game, or even a genre - Minecraft is
a multi-faceted game that is “all about exploration, adventure, and creativity. You can
literally go anywhere and do anything” (Banks & Potts, 2010; p. 4). The question is – with so
many different modes of play, what exactly are the motivations behind adolescents’’ choice
to play Minecraft? And to what extent do these motivations differ between girls and boys?
Study 1
Theoretical Framework
Gaming Motivation.
In order to understand why adolescents play Minecraft – and
the potential differences in reasons between boys and girls – this means investigating players’
gaming motivations. In this study, we examine gaming motivations within the context of
selective exposure and uses & gratifications theory (Katz, Blumler & Gurevitch, 1973;
Zillmann & Bryant, 2013). Selective exposure theory explains that, due to limited cognitive
processing, individuals can never take in all information that is available at all times, and
therefore focus their perception on, for example, specific media messages (Zillman & Bryant,
2013; p. 1). This selective process can either be automatic and unconscious, or deliberate and
volitional (Zillman & Bryant, 2013). Uses & gratifications theory additionally posits that
individual’s different social and psychological needs influence their expectations of mass
media, and therefore their choice for specific media (Katz, Blumler & Gurevitch, 1973; p.
510). Moreover, the theory explains that individuals seek gratification of these needs through
their consumption of media (Katz, Blumler & Gurevitch, 1973). Taken together, selective
exposure and uses & gratifications theory explain that people consciously and unconsciously
choose specific media based on their social and psychological backgrounds, individual
beliefs, and motives (Dylko, 2015). Applying this to the topic of the current study, these
theories – in tandem – suggest that male and female gamers choose Minecraft in accordance
to their specific circumstances and needs at certain moments.
Motivation to Play Minecraft.
Motivation can be defined as the desire to do
something, or the reason for behaving in a certain way (Canossa, Martinez, & Togelius,
2013). When it comes to digital games, players’ gaming motivations reflect the reasons why
they desire to play a certain game, or choose to play it in a certain way (Canossa et al., 2013).
When digital games first became popular in the early 1980s, Malone (1981) suggested three
primary motivations for gameplay – namely, challenge, fantasy, and curiosity (p. 333). Years
later, building on these concepts, Valkenburg and Piotrowski (2017) distinguish between six
(not mutually exclusive) gaming motivations: Competition, obtaining control, overcoming
challenges, exploration, social motives, and physiological arousal.
When it comes to Minecraft, it is often suggested that it is the balance between the
thrilling and creative aspects of the game that explain its success (Brand & Kinash, 2013;
Canossa et al., 2013; Duncan, 2011). Experts also often mention social reasons (Lastowka,
2011; Robertson, 2010; Pijpers, 2013), or using the game as an educational tool (Ekaputra,
Lim, & Eng, 2013; Nu.nl, 2016; Pijpers, 2013; Short, 2012) as other possible factors of
Minecraft’s success. Yet while some of these suppositions have been supported in empirical
work with adults (also a large group of Minecraft players; Canossa et al., 2013), adolescents’
motivations for Minecraft play have not yet been empirically investigated. Given that
adolescents significantly differ from adults in their physical, cognitive, and psychological
development (Valkenburg & Peter, 2013), alongside the popularity of Minecraft among this
audience, studying the motivations behind their game play is a relevant direction for the field
– and a key aim of this project.
Research Question 1:
What are adolescents’ motivations to play Minecraft?
Gender.
Research has shown that gender has a strong influence on gaming preference
(Valkenburg & Piotrowski, 2017). Yee (2006), for example, found that male players are more
often motivated by achievement-components, while female players more often seek
relationship gaming-components. Interestingly, however, Minecraft seems to satisfy gaming
motivations for both genders – as shown by the fact that Minecraft is among the top five
favorite games for both boys and girls (Valkenburg & Piotrowski, 2017). It is unclear,
however, as to why Minecraft is appealing to both genders. Does Minecraft fulfill the same
motivations for both genders? Or, perhaps given the different modes of play, Minecraft is
able to fulfill different motivations for boys and girls? Given that most scholarship has shown
that gender influences gaming motivation, understanding why Minecraft appeals to both
genders can provide important information to scholars and game designers alike. As such,
understanding gender differences among adolescents’ motivation to play Minecraft is a
second key aim of this project.
Research Question 2:
Are children’s motivations to play Minecraft influenced by
gender?
Study 1 Method
Design.
Given that there is presently no scholarship on the motivations for Minecraft
gameplay among youth, an exploratory design was used – namely focus groups – to initially
investigate what motivates male and female adolescents to play Minecraft. Focus groups are
an excellent exploratory research method to investigate pre-existing individual opinions
(rationalist perspective) and experiences and learn from meaning-making interaction between
participants (dialogic perspective; Belzile & Öberg, 2012; Kitzinger, 1995; Polak & Green,
2016).
Sample.
Participants were recruited from all levels of elementary and second school
education to achieve a good representation of all educational backgrounds. In line with the
recommendation of Carlsen and Glenton (2011) and Guest, Bunce, and Johnson (2006),
sampling based on progressive insights was applied. Participants were recruited through
personal referral, posts on Twitter, and the distribution of recruitment flyers (see appendix A)
at local high schools (in all main neighborhoods of Amsterdam as found on
www.kiesjeschool.nl), parks, and sports clubs for children. The age-range between eleven
and fifteen years was chosen due to the popularity of Minecraft in this group. Thus, to be
eligible to participate, children simply had to be between eleven and fifteen years of age.
Minecraft-experience was not required, since it might have been interesting to analyze why
some children did not choose to play the game. Nevertheless, all who ultimately participated
reported either intermediate or high levels of experience with the game. Only two participants
mentioned they only started playing a few weeks prior to the focus group session. Seven
focus groups were conducted at the ASCoR research laboratory in Amsterdam in a
time-period of one month. Sessions lasted between 1.5 and two hours, and participants were
rewarded with an incentive of a 15€ redeem card from the online shop bol.com.
In total, thirty-five adolescents took part in the focus groups. All participants were
between eleven and fifteen years old (M = 12.38 years), spoke Dutch, and lived in or close to
Amsterdam in the Netherlands. Most of the participants were boys (n = 30); only five girls
took part in the study. Participants were appointed to mixed-gender groups based on their
age. There were group sessions for younger adolescents, ages eleven and twelve (defined as
‘tweens’; n = 19); and groups for older adolescents between the ages of thirteen to fifteen
(defined as ‘teens’; n = 16). This division was based on the pragmatic idea of making
participants feel as comfortable as possible by being paired with peers of their own age
group. The sessions were audio and video-recorded to enable transcription and analysis of
verbal and physical communication between the participants and the moderator (Broaders &
Goldin-Meadow, 2010). After seven focus groups, the point of data saturation occurred (see
methodological memo in appendix B).
Procedures & Measurement.
Before the start of the session, we collected the signed
informed consent-forms of participants and parents (see appendix C). Participants were
provided with snacks and drinks, and strategically seated to spread participants who knew or
did not knew each other, as well as female and male participants evenly along the discussion
table (Krueger & Casey, 2000). All sessions were moderated by a 24-year old female
researcher (in two sessions, an additional male moderator was present). Both moderators
were instructed to not only stimulate the sharing of individual, pre-existing opinions of
participants, but also the meaning-making interaction between participants in the focus group
sessions (Belzile & Öberg, 2012). In the beginning, the moderator first laid out the aim and
rules of the discussion, and showed the official Minecraft trailer to the group to prepare the
participants to talk about the game. All participants were provided with a nametag to simplify
group discussion. After a general introduction, the moderator explained the first part of the
session: The “card-game”.
In this card-game assignment, participants were asked to choose their top five
motivations of playing Minecraft from the Reiss motivation profile with its sixteen items
(RMP; Canossa et al., 2013; Reiss, 2004; see appendix D for cards with motivations). Reiss’
hermeneutic grid defines all motivations as basic desires that drive human behavior (Canossa
et al., 2013). After choosing the cards with their top five motivations, participants ranked
them in importance. Then, as a group, they discussed their motivations and arrived at the top
five motivations for the entire group (Kitzinger, 1995). Finally, one representative of the
participants was asked to present the five gaming motivations the group had chosen. This first
part of the session took approximately one hour and was followed by a short break of five
minutes.
Following the break, participants were shown five photos of situations that relate to
Minecraft: Three positive (learning with Minecraft, playing together, making friends), and
two negative (gaming addiction, problems with parents; see appendix E for photos).
Participants were asked to share their first associations and ideas or experiences with the
depicted situations. For example, participants might describe personal experiences of fighting
with their parents about time limitations for gaming, or gaming together with classmates
during a school break. The photo interview was considered a helpful tool to trigger focus
group participants to share and discuss their personal views and/or experiences with a topic
(Vila, 2013).
Finally, the moderator summarized the session and asked participants whether they
had anything to add that was not discussed yet. Summarizing and debriefing helped to
emphasize the main topics that were discussed, and thereby avoid later misinterpretation in
the phase of analysis (Krueger & Casey, 2000). Additionally, the casual atmosphere that
occured in the informal debriefing phase offered participants the chance to add more sensitive
or controversial ideas they were hesitant to mention during the official session. In the end,
participants were thanked for their participation and provided the gift voucher.
Analytic Approach.
The video-recordings were analyzed after each session in an
iterative process of transcribing, coding, and peer discussion to theorize about new concepts
and decide whether additional sessions are expected to add new insights (Medved, Ryan, &
Okimoto, 2016; see appendix F for transcript and appendix G for analysis memos). In line
with RQ1 and RQ2, the analysis was aimed at mapping the variation of adolescents’
motivations to play Minecraft and linking them to their gender. Interestingly, during the
analysis of the first focus groups, a second main theme emerged very clearly from the data:
Participants’ age. The previously more practically inclined division of participants into two
groups (tweens and teens) revealed that children in both age groups reported strikingly
different Minecraft motivations or described a change in their motivation as they grew older.
We found this somewhat unexpected discovery to be consistent with theory on pubertal
development suggesting that children from around twelve years onwards differ significantly
from younger children, likely a result of their cognitive development (Piaget, 2000). Thus,
participants’ age from there onwards was included in the analysis, and reported in the
findings. For more detailed information about the method of qualitative analysis, please see
the methodological and analysis memos (see appendix B and G respectively). For a reflection
on the methodology, please see the reflective memo (see appendix H).
Study 1 Results
Overall Motivations (RQ1).
Previous literature regarding Minecraft mainly specified
the game’s social, exciting, educational, and creative gaming environment. Moreover, the
game is often described as limitless, safe, customizable, and entertaining. The focus group
sessions revealed that adolescents confirm this description of the game, noting that the game
is limitless, entertaining, creative, social, educational, safe, customizable, and exciting. Given
these attributes, it is not surprising that – when it comes to motivations for play (RQ1) – the
most popular overall motivations were entertainment, excitement, and social motives. Indeed,
the most popular RMP-motivations during the card-game were also linked to these three
concepts (see appendix I for classification of RMP-motivations). For example, participants
often picked social contact (classified as social motive), curiosity (classified as
entertainment-motive), and power (classified as excitement-motive) during the card-game. That said, the
specific motivations did vary by gender and by age (see appendix J for concept-indicator
model of results).
Minecraft Motivations and Gender (RQ2).
Overall, most participants concurred that
Minecraft is enjoyable for both girls and boys equally, but that girls and boys in fact have
different motives and preferences for playing the game. For example, one participant (male,
13 years) noted that he thinks “gaming in general is more for boys than for girls”. Another
participant (male, 13 years) stated that he thinks “there are little differences anymore, but in
human evolution ‘girl and boy things’ were invented, and some still think it is weird to do
things that are meant for the other gender”. Similarly, one of the female participants (11
years) mentioned that most of the girls in her class “don’t even know the game”, and another
girl (11 years) said that most of the girls in her class are “only busy with Snapchat,
Instagram, and so on”, and do not like to play Minecraft as much as she does. Nevertheless,
all girls who participated in the focus groups stated they greatly enjoy playing the game,
although some differences in how girls and boys play the game were evident.
The variation in how girls and boys play Minecraft appeared very clearly in the quotes
of a 13-year old girl who mentioned she “usually build[s] houses and farms in creative mode”
alone and a 13-year old boy who explained he always “builds cannons for his team on an
online multiplayer survival server”. All participants also stated they explicitly choose the
female or male version of the game character (i.e., Steve/ Alex), in accordance with their own
gender. Even though this is a very simplistic generalization of how girls and boys play
Minecraft, the discussions in the focus groups implied that most boys indeed like to play in
survival mode, either offline alone, or on online servers in groups. For example, some boys
mentioned the online multi-player server Factions, where players fight each other in groups
to gain power over the map (Gamepedia, 2016). On the contrary, female participants mostly
stated they liked to first build in single-player creative mode, and then care for and revisit
their own, or friends’ farms, villages, or worlds. Some other girls mentioned that if they play
online, they choose more peaceful minigames like Maze Runner, or creative building-games
like Build It that are offered on specific servers. Thus, addressing RQ2, boys generally
reported more exciting, thrill-seeking, and competitive motivations to play Minecraft while
girls reported more peaceful, care-giving, and creative motives. Based on these implications,
all RMP-motivations were categorized into more peaceful and care-giving on the one hand
and more thrill-seeking and competitive motives on the other hand (see appendix K for the
categorization of all RMP-motivations). Corresponding with this, most girls chose more
peaceful, care-giving RMP-motivations such as curiosity, order, and independence during the
card-game, whereas boys selected more thrill-seeking, competitive motivations such as
power, vengeance, and status.
Despite the apparent variation by gender, some very important similarities why both
girls and boys play the game were found: As noted before, they all mentioned they play the
game to be entertained and because it is exciting. For example, participants mentioned
selecting survival mode to release tension after a long school day, whereas others reported
playing creative mode to calm down after playing a thrilling shooting game. In line with this,
both girls and boys reported modifying the gaming mode and difficulty based on their own
experience and current mood – noting they like they game to be exciting and/or inspiring, but
not too challenging. In fact, almost all participants mentioned that the aspect they liked most
about Minecraft is the possibility to adjust the way of playing it to one’s specific needs and
preferences at certain times. The ‘sweet spot’ between boredom and anxiety is well-known to
gaming experts, and is described in flow theory (Csikszentmihalyi & Csikszentmihalyi, 1992)
as well as by predictions of the moderate discrepancy hypothesis (Valkenburg & Vroone,
2004). Finally, participants also often mentioned they liked having full control over
everything in Minecraft, in contrast to their real, often chaotic lives that are very much
structured and controlled by teachers or parents. For example, they mentioned enjoying
“diving into” the fantastic worlds in Minecraft’s creative mode where they can focus on
independently building whatever they imagine. And lastly, the social aspects of the game
were also greatly appreciated by both female and male participants equally. For example, one
participant (male, 12 years) stated that “gaming online with friends – it’s the best”, and a
female participant (11 years) mentioned she likes to play online on servers with her friends,
too.
Age
. As previously mentioned, the division of participants into the two age groups of
tweens versus teens resulted in some unexpected, yet striking results. In general, most of the
teens were less enthusiastic about the game than the tweens. It was repeatedly mentioned that
participants had less free time to play the game when they started going to high school. For
example, one boy (13 years) said that younger kids in elementary school probably play
Minecraft more often since “they have nothing else to do”. Moreover, three participants (13,
14 and 15 years) mentioned that they became bored of Minecraft after they have played for
about four years, and started playing other games instead (e.g., Call of Duty and GTA).
Another boy (14 years) sarcastically mentioned that “it used to be cool to play Minecraft” in
elementary school, implying that it is ‘not cool’ anymore in middle school. On this more
critical note, one participant (male, 13 years) even said that he thinks “Minecraft is a little
nerdy”, whereas another boy (13 years) said that his classmates who still play Minecraft are
“a bit more childish” than the group who plays other games like GTA. Other participants
explained that “their interests simply switched” (male, 13 and 14 years old), or that they are
“more interested in girls now” instead (male, 13 years). Overall, the implication that teenage
participants in general were less enthusiastic about Minecraft than tweens was substantiated
by one of the younger participants who noted that some of his older friends “became the
biggest ‘tough doers’ one of a sudden”, and do not like to join him to play Minecraft anymore
(male, 11 years). Nevertheless, several of the teenage participants still enjoyed playing
Minecraft with their friends on online servers; One even mentioned that “Minecraft will
always have a place in his life” (male, 13 years).
Teenage participants also seemed to differ from tweens regarding the ways in which
they played Minecraft. For example, in contrast to tweens, most teenagers reported joining
Minecraft clans online, where they would fight against other gamers. Tweens on the other
hand most often reported playing offline in creative mode, where they are safe from
Minecraft monsters or other gamers. Thus, it seems that teenagers in general prefer the more
‘risky’ components of Minecraft (e.g., fighting in clans online), whereas tweens prefer the
‘safer’ modes of the game (e.g., building in creative mode).
Moreover, some participants noted they started playing the Minecraft on iPads,
tablets, or smartphones, and then switched to computers or gaming consoles later. In fact,
almost all tweens reported playing on smartphones or tablets, whereas most of the teens were
playing the more advanced version for computers, or consoles. Looking back to playing on a
tablet or smartphone, some teens mentioned the pocket edition for smartphones or tables is a
more basic way to play Minecraft. For example, a boy (14 years) mentioned that he considers
playing on a tablet or smartphone a “lower kind of gaming”. He, and many other participants,
considered it to be typical behavior for Minecraft players to start on a smartphone or tablet
and then switch to a computer or console once they become more experienced with the game.
In sum, this suggests that tweens prefer more basic and safe Minecraft-play, whereas teens
favor more advanced and risky play.
Study 1 Discussion
Given the unique popularity of Minecraft among both boys and girls, the first aim of
Study 1 was to understand what motives the game fulfills and the extent to which these
motivations are similar or different by gender. Overall, results show that children in general
like playing Minecraft because it is entertaining, exciting, and offers a social platform.
Moreover, Minecraft – by virtue of its different modes of play – is able to fulfill a variety of
motivations which do in fact differ by gender. Indeed, even though girls and boys seem to
equally like the game for its exciting, entertaining, and social aspects, girls more often
reported to play the game due to its peaceful, care-giving, and creative features, whereas boys
focused on more exciting, thrill-seeking, and competitive gaming motivations. This finding is
in line with existing literature on sex-differences in games that children play, which shows
that boys more often choose games that prepare them for leading societal roles while girls
more often choose games that prepare them for more care-giving social roles (Lever, 1998).
Thus, while girls and boys both play Minecraft to be entertained, excited, and for social
reasons, these motivations are fulfilled through different gaming attributes (i.e., boys select
more competitive and thrill-seeking aspects of Minecraft while girls opt for more peaceful,
care-giving attributes of the game). Additionally, the different motivations also lead to
preference for different gaming modes among girls and boys: Girls more often choose
creative and single-player mode, whereas boys prefer survival and multi-player Minecraft
play.
Beyond gender, the age-division of the focus groups allowed for an exploration of
whether age influences children’s motivation of playing Minecraft. In general, it is known
that age is among one of the best predictors of media use – and the results of Study 1 confirm
that age also influences Minecraft-play. In particular, it seems that the onset of puberty is a
transition point in the game’s appeal. Teens in general were less enthusiastic about Minecraft,
and reported different play style (i.e., more advanced and risky gameplay), compared to
tweens (i.e., more basic and safe play). Even though these findings were not a priori
anticipated, they are in line with existing literature suggesting that after entering puberty,
adolescents are particularly interested in games which allow them to overcome challenges,
obtain control, explore, interact socially, and experience physiological arousal (Valkenburg &
Piotrowski, 2017).
These age-related findings also more generally suggest that it is the customizability of
the game that helps, in part, to explain its appeal. In line with moderate discrepancy theory
and flow theory (McCall & McGhee, 1977; Valkenburg & Vroone, 2004), the game is able to
provide players with content that challenges them slightly more than they are used to, but not
enough to demotivate them. Following this logic, it is not surprising that all participants
reported adjusting gameplay to their preferences and needs at specific moments. The game’s
elements of personalization (e.g., different gaming modes, online/ offline play, etc.) seem to
increase gamers’ overall motivation of playing it, as there is almost always a way of playing
it that fits their circumstances and needs (e.g., connected to gender or age). Thus, supporting
predictions of selective exposure and uses and gratifications theory, and corresponding with
best practices in game design as predicted by moderate discrepancy theory and flow theory, it
seems that the high level of customizability in Minecraft may be one of the explanations
behind the game’s great popularity among both genders and across ages.
Study 2
Study 1 is the first of its kind to provide insight into adolescents’ motivations for
Minecraft play. The use of focus groups provided rich detail that allowed not only for the
exploration of gender differences, but also enabled the unexpected (but theoretically logical)
findings for age differences as well. However, the limited number of females that
participated in Study 1 is a limitation of this work, and – as with other qualitative scholarship
– the focus group methodology brings with it the challenges of subjective interpretations
since researchers are constructors of meaning (Charmaz, 2006; Glaser, 2002; see reflection
memo in appendix H). Study 2 was designed to complement Study 1, whereby the limitations
of Study 1 could be addressed via a quantitative research design (i.e., cross-sectional survey)
with adolescent males and females. In particular, Study 2 aimed at confirming the most
prevalent overall motivations of adolescents to play Minecraft that were found in Study 1
(i.e., entertaining, exciting, social), as well as provide validation for the focus group findings
that gender (i.e., girls’ more peaceful, care-giving motivations, and preference for
single-player and creative mode versus boys’ more thrill-seeking, competitive motives and
preference for online and multi-player mode) and age influence adolescents’ motivations of
playing Minecraft (i.e., tweens’ basic and safe play preference versus teens’ more advanced
and risky preferences). As such, in line with Study 1 findings, the following hypotheses were
investigated:
Hypothesis 1:
Adolescents most prevalent motivations to play Minecraft are due to its
exciting, entertaining, and social aspects.
Hypothesis 2A:
Adolescents’ motivations to play Minecraft are moderated by gender
such that (a) girls express more peaceful, care-giving motives for playing Minecraft, while
(b) boys express more thrill-seeking, competitive gaming motivations.
Hypothesis 2B:
Adolescents’ style of Minecraft-play is moderated by gender such
that (a) girls prefer creative and single-player mode whereas (b) boys prefer survival and
multi-player mode.
Hypothesis 3
: Adolescents’ style of Minecraft-play is moderated by age such that (a)
tweens prefer the more basic, safer components of Minecraft, while (b) teens prefer the more
advanced, riskier components of Minecraft.
Study 2 Method
Design.
To validate and extend the qualitative findings of Study 1 with a quantitative
design, an online survey using the software Qualtrics was launched in the Netherlands over a
23-day period. The survey included an informed consent form, questions about children’s
gaming preferences (i.e., preferred Minecraft-mode, devices, online/ offline, single or
multi-player), their overall motivations to play Minecraft (RMP), more specific motivations that are
linked to the game (based on Yee, 2006), and demographic questions (see appendix L for
complete survey). At the end, respondents could leave their email address to enter the lottery
for the main prize (Minecraft-workshop at the main office of the Microsoft Corporation in
Amsterdam and two Minecraft-books) or one of four gift-vouchers (10€ value on bol.com).
On average, participants completed the survey in approximately fifteen minutes.
Sample
. Just as in Study 1, adolescents in Study 2 were between eleven and fifteen
years old. Again, respondents aged eleven and twelve were defined as tweens, and
respondents from thirteen to fifteen years as teens. Logically, respondents had to know and
play Minecraft, but it did not matter whether they were more or less experienced Minecraft
players. As the survey was composed in Dutch, all respondents were required to speak Dutch.
The study was promoted by the researchers on Twitter, Facebook, and email – allowing
children from all over the Netherlands to participate (see appendix M for examples of online
recruitment). However, recruitment mostly took place offline, at schools of all educational
levels, sport clubs and events, and at popular shopping streets in Amsterdam. When
adolescents showed interest in participating, they were presented with an informational flyer
and informed consent form for their parents (see appendix N). When parents returned the
signed form, they were provided with a personalized link to the survey to pass on to their
children. Respondents who were recruited offline were presented with the small reward of a
key-chain.
After the data collection-period, a total of 219 adolescents subscribed to take part in
the survey by handing in consent forms. However, fifty-seven respondents who originally
signed up for the study did not finish the survey. The data of respondents who did not answer
all questions, were too young or too old (younger than eleven or older than fifteen), or had
never played Minecraft, was dismissed from the dataset, resulting in a total of 155 survey
responses. Forty-nine of the respondents were female (31.6%) and 106 male (68.4%). The
average age was 12.01 years (N = 155; SD = 1.154), with 110 tweens (71%) and forty-five
teens (29%). Approximately one-third of the respondents lived in and around Amsterdam; the
rest of the respondents came from all over the Netherlands. Concerning their level of
education, 60.6% (n = 94) of respondents visited elementary school, compared to 18.7% (n =
29) children from the highest level of high school education (i.e., the Dutch VWO or
gymnasium), 9.0% (n = 14) of each, the lowest and mediate levels of high school education
(i.e., the Dutch VMBO and HAVO), and four children were enrolled in special education.
Procedures & Measurement.
The personalized link to the survey could be opened
on any smartphone, tablet, or laptop. After giving their consent, gender and age, respondents
were asked if they had ever played, or still played Minecraft. Participants who were younger
than eleven, older than fifteen, or had never played the game, were thanked and directly
presented with the debriefing statement.
General Minecraft Motivations: RMP.
Replicating the motivation-assessment in
Study 1 (i.e., the card-game), Study 2 included the RMP together with short explanations of
each of the sixteen motivations (Canossa et al., 2013; see appendix L) in order to investigate
H1 and H2A. The RMP was used as a tool to assess children’s general gaming motivations
regarding Minecraft as it focuses on all basic motivations that drive human behavior (Reiss,
2004).
Participants were first asked to choose their top five motivations, and subsequently
rank their chosen motivations in order of perceived importance.
To analyze H1, based on the classification in Study 1, the RMP-motivations of
curiosity, saving, and independence were considered specific entertainment-motives; while
power, vengeance and status were considered excitement-motives; and social contact,
the categorization of RMP-motives in Study 1 into more peaceful and care-giving versus
more thrill-seeking and competitive motivations from Study 1 was used (see appendix K).
Specific Minecraft Motivations: Yee’s (2006) Online Gaming Motivations.
As
mentioned before, the RMP is an appropriate tool to assess general motivations for human
behavior (Reiss, 2004). However, it does not specifically relate to components of Minecraft,
and some of the motives in Reiss’(2004) inventory could not specifically be classified as
entertainment, excitement, or social motives in Study 1(see unclassified motivations in
appendix I). For example, finding that adolescents’ Minecraft play might be motivated by
idealism (i.e., an unclassified RMP-motivation) would not specifically indicate to which
elements of the game they are drawn, and whether this would be inspired by entertainment,
social, or excitement-motives - or maybe even different, not yet discovered motivations.
Thus, in addition to the general motivations of the RMP, Study 2 used Yee’s (2006)
assessment of online-gaming motivations, which allowed for a Minecraft-specific adaption -
and therefore a more detailed investigation of adolescents’ overall and gender-related
motivations to play Minecraft. For example, one question was: “How much do you enjoy
exploring the Minecraft-world just for the sake of exploring it?” – reflecting the specific
enjoyment of discovery elements (i.e., an entertainment motive) – while the RMP might only
have indicated the very general motivation of curiosity (Yee, 2006).
Since the scale uses questions that are very specific – and might therefore have
directed participants of a focus group into predefined patterns of looking at their motivations,
already using Yee’s (2006) items in Study 1 was considered problematic. However, using the
inventory to validate findings (H1, H2A) that emerged in Study 1 is appropriate, since
findings suggest that children’s Minecraft gaming motivations are generally in line with
Yee’s (2006) categorization: In Yee’s (2006) study, the 39-items were grouped into ten
motivation-subcomponents that were further categorized into the three overarching
motivations Achievement (i.e. subcomponents Advancement, Mechanics, and Competition),
Social (i.e., subcomponents Socializing, Relationship, Teamwork), and Immersion (i.e.,
subcomponents Discovery, Role-Playing, Customization, and Escapism). Comparing this
categorization to Study 1 findings, the Minecraft motivations of excitement and entertainment
are located within Yee’s (2006) components of Achievement and Immersion, while Yee’s
Social component corresponds with social motives found in Study 1. Thus, all 39-items were
translated into Dutch and adapted to more comprehensible language for adolescents of the
studied age-group (see appendices L and O for all 39-items of the adapted Yee-scale).
Minecraft Style of Play.
To assess preferred style of Minecraft play (H2B, H3),
respondents were asked whether they preferred playing online (e.g., on servers), offline, or
both equally. Next, they were asked about their preference for single or multi-player mode,
and which device they most often play on (e.g., smartphone, tablet/ iPad, computer/ laptop,
gaming consoles). Based on the varying complexity of the game for different devices (as
discussed in Study 1), playing on tablets or smartphones, or playing offline was
operationalized as basic play, whereas playing on computers or consoles, or playing online
was operationalized as more advanced play. Moreover, also based on Study 1, creative mode
was defined as safer play, whereas survival mode was considered a riskier gaming mode.
Demographic Questions.
Respondents were asked their level of education,
hometown, and nationality. These variables served as control variables in all analyses.
Study 2 Results
Overall Minecraft Motivation (H1).
Hypothesis 1 predicts that adolescents’ primary
motivations for Minecraft-play are the desire for excitement, entertainment, and social
contact. Working with the RMP ranking-data, we find that participant’s overall top five
motivations for playing Minecraft were curiosity, tranquility, social contact, saving, and
independence (see table 1). Finally, order was ranked sixth, with an almost equal average
score as independence (see table 1).
Table 1
Respondents’ top six RMP-motivations, sorted by ranking
RMP Motivation
Means (SD)
Frequency
1. Curiosity
2.39 (2.09)
102
2. Tranquility
1.59 (1.91)
76
3. Social Contact
1.57 (2.00)
71
4. Saving
1.35 (1.78)
69
5. Independence
1.33 (1.77)
68
6. Order
1.32 (1.71)
68
As categorized in Study 1, curiosity, saving, and independence all seem to reflect
entertainment-motives – as they indicate the desire to explore the Minecraft-world (curiosity),
save different materials or treasures (saving), and make independent gaming-decisions
(independence; see appendix I for classification of RMP-motivations). Thus, these
motivations provide support that adolescents primarily play Minecraft to be entertained.
Moreover, as used in Study 1, the RMP-motive of social contact reflects social gaming
motivations, which again supports hypothesis 1 in that adolescents play Minecraft for social
reasons (see appendix I). Interestingly, however, tranquility and order both present
unexpected findings, since they did not emerge as very popular gaming-motivations in Study
1 and were therefore not yet classified as specific Minecraft motivations. Even stronger -
based on Study 1, more excitement-related motives were expected (e.g., RMP-motivations of
power, vengeance, or status; see appendix I). Thus, hypothesis 1 received only partial
support: While adolescents are indeed motivated to play Minecraft for entertainment and
social reasons, Study 2 suggests that adolescents also seem to turn to Minecraft for its
calming and orderly attributes.
To further test hypothesis 1, data from Yee’s (2006) motivation scale was also
analyzed. The benefit of this scale is that, compared to the RMP, it more directly reflects
Minecraft-play, and thereby allows for a more detailed analysis of adolescents’ motivations.
Exploratory factor analysis (PCA with varimax rotation) was first used to scale the 39-items,
following procedures described in Yee (2006). Kaiser’s Meyer-Olkin measure of sampling
adequacy was never lower than .74, while Bartlett’s Test of Sphericity was significant in all
cases, p = .000. Ten subcomponents with eigenvalues greater than 1 and loadings greater
than .40 emerged (see table 2). For the most part, the resulting scales were identical to Yee
(2006) – with some exceptions. For example, some items that Yee (2006) previously
categorized as Advancement, could more accurately be described as Competition in the
current study (see appendix O for list of all items, factors, factor-loadings, and Cronbach’s
alphas). Even though most of the subcomponents had an acceptable Cronbach’s alpha of over
.60, some of the scales showed lower internal consistency (i.e., Mechanics with .58,
Independence with .50, and Customization with .54). Nevertheless, it was argued that since
the components present validated scales (Yee, 2006) – they could be taken into further
analysis in order to investigate overall trends. Following procedures described in Yee (2006),
the ten subcomponents were further reduced into three primary motivations, with higher
scores representing greater motivation (see table 2). Interestingly, Yee (2006) previously
found the overarching concepts of Advancement, Social, and Immersion. However, the
current Minecraft-specific adjustment of the items resulted in three overarching concepts
which may better be labeled Entertainment, Social, and Customizability (see table 2). This
categorization was based on the game-specific meaning of the items that grouped under a
factor (see table 2 for subscales and appendix O for all items). Together, the three factors
account for 60.74% of the variance, and had Cronbach’s alphas of .72 (Entertainment), .69
(Social), and .51 (Customizability). Even though the reliability of the
Customizability-measurement is moderate to low, it was also taken into further analysis to investigate overall
trends.
On average, respondents scored highest on the primary motivation of Entertainment
(M = 3.39; SD = .58), followed by Social motivations (M = 3.14; SD = .61), and
Customizability (M = 2.64; SD = .78; see table 2). Altogether, these findings provide
additional support for hypothesis 1 in that adolescents indeed seem to play Minecraft to be
entertained, and for social reasons. As depicted in Table 2, the entertainment-components of
Discovery and Independence, and social aspects of Teamwork and Advancement/ Social
Comparison were particularly meaningful for this audience.
Table 2
Exploratory Factor Analysis With Varimax Rotation of Yee’s (2006) Gaming Motivations
Component
Ent.
Soc.
Cus.
Mean (SD)
Discovery
(discovering new
locations, creatures, or materials)
.80
3.91 (.62)
aEscapism
(escaping real world,
diving into fantasy-world)
.70
3.01 (.90)
Independence
(being strong,
independent single-player)
.67
3.67 (.76)
aMechanics
(knowing about rules
and possibilities of the game)
.51
.43
.49
2.95 (.83)
Teamwork
(playing with others,
helping others out)
.79
3.86 (.70)
aCompetition
(competing with/
winning against other players)
.79
3.21 (.95)
Relationship
(supporting other
gamers)
.41
.55
1.83 (.98)
Advancement/ Soc. Compar.
(aiming for higher ranks, better
materials)
.33
.55
3.65 (.77)
aCustomization
(matching game
character to roles)
.93
2.75 (1.11)
Role-Playing
(experimenting
with character, visiting cosplays)
.40
.57
2.53 (.76)
% of Variance
36.51%
14.07%
10.16%
Cronbach’s α
.72
.69
.51
Means on Primary
Components (SD)
3.39 (.58)
a3.14 (.61)
a2.64 (.78)
Note. For ease of reference, items are sorted using their factor loadings, excluding factor loadings less than .30.
Motivations by Gender (H2A)
Hypothesis 2A posited that girls would report more peaceful, care-giving motives for
playing Minecraft, while boys would report more thrill-seeking, or competitive motivations.
Based on the patterns and categorization from Study 1, this means that girls were expected to
identify the RMP-motives of curiosity, idealism, honor, tranquility, social contact, saving,
family, or order more often than boys; who were expected to more frequently rank
RMP-motivations of power, independence, status, eating, physical exercise, romance, acceptance,
or vengeance (see appendix K). One-way analysis of variance (ANOVA) models were used
to compare whether there were differences in the top five RMP-motivations by gender.
Despite differences in cell size, Levene’s test revealed no concerns associated with
homogeneity of variance (p
saving= .032; p
social contact= .052; p
tranquility= .702; p
independence=
.538; p
order= .349; p
curiosity= .659).
Results of one-way ANOVA show that none of the differences in girls’ and boys’
ranking of their top five RMP-motivations were statistically significant, suggesting that male
and female respondents did in fact not statistically differ regarding their general motivations
of playing Minecraft. As Table 3 shows, the top five RMP-selected motivations were nearly
identical across boys and girls, with girls ranking curiosity, social contact, tranquility,
independence, and saving and boys’ almost similarly ranking curiosity, tranquility, social
contact, saving, and order as their top five motivations. Thus, the evidence from the RMP
rejects Hypothesis 2A – in fact, both boys and girls showed mostly peaceful and care-giving
overall motivations of playing Minecraft (with the only exception of the more thrill-seeking
and competitive motivation of independence; see table 3).
Table 3
Respondents’ Top Six RMP-Motivations, Sorted by Overall Ranking, Grouped by Gender
RMP-Motivation Male Means (SD)
Female Means (SD) Gender Differences
1. Curiosity
2.30 (2.11)
2.59 (2.06)
F = .65; p = .423
2. Tranquility
1.58 (1.93)
1.61 (1.88)
F = .01; p = .934
3. Social Contact
1.54 (1.92)
1.65 (2.18)
F = .12; p = .739
4. Saving
1.41 (1.85)
1.22 (1.62)
F = .35; p = .556
a5. Independence
1.25 (1.75)
b1.49 (1.81)
F = .60; p = .442
6. Order
1.40 (1.73)
1.16 (1.65)
cF = .63; p = .430
Note. a Levene’s test for homogeinity of variance in sample marginally significant, p = .032. b did not appear in boys’ top five RMP motivations.
c did not appear in girls’ top five RMP motivations.
Although the general motivation-assessment of the RMP indicated no significant
gender differences, the more game-specific measurement based on Yee (2006) detected some
variation. Recall that hypothesis 2A posited that girls would express greater peaceful,
care-giving motivations (i.e., operationalized as the Entertainment-subscale of Discovery; and the
Social-subscales of Relationship and Teamwork on the Yee Motivation Inventory), while
boys were expected to express greater thrill-seeking, competitive motivations (i.e.,
operationalized as the Entertainment-subscale of Independence; and the Social-subscale of
Advancement, Competition on the Yee Motivation Inventory). While no difference based on
gender was found for the Entertainment-subscale of Discovery, the Entertainment-subscale of
Independence, the Social-subscales of Relationship, or the Social-subscale of Advancement,
results did show that that male respondents reported statistically significantly higher scores
on the Social components of Teamwork (M = 4.00; SD = .60; n = 106; girls: M = 3.55; SD =
.79; n = 49; F(1,153) = 15.82, p = .000, 95% CI [- .69, - .24]) and Competition (M = 3.41;
SD = .89; n = 106; girls: M = 2.77; SD = .95; n = 49; F(1,153) = 16.39, p = .000, 95% CI [-
Table 4
Gender Differences on Subcomponents of the Primary Component ‘Social’
Factor Male Means (SD)
Female Means (SD) Gender Differences
Teamwork
4.00 (.60)
a,b3.55 (.80)
a,bF = 15.82; p = .000
a,bCompetition
3.41 (.89)
b2.77 (.95)
bF = 16.39; p = .000
bRelationship
1.87 (.92)
1.75 (1.11)
F = .56; p = .457
Adv./ Soc. Comp.
3.72 (.68)
c3.48 (.92)
cF = 3.27; p = .073
cNote. a Levene’s test for homogeneity of variance in sample significant, p = .013. b significant difference between male and female participants.
c Levene’s test for homogeneity of variance in sample significant, p = .009.
Thus, in line with hypothesis 2A, boys indeed reported more competitive gaming
motivations than girls. However, contrary to expectations of hypothesis 2A, boys were also
found to score higher on Teamwork, a motivation that was expected to be more important to
girls - as it was categorized as a more care-giving and peaceful motive. That said, it is
important to acknowledge the assumption of homogeneity of variance for the Teamwork
subcomponent was violated, and as such, results for this subcomponent should be treated
with careful consideration (Levene's F(1,153) = 6.28, p = .013).
Taking together the findings of the RMP and Yee’s (2006) adapted scale, there is
limited support for hypothesis 2A. While respondents did not significantly differ by gender in
their general RMP-motives for playing Minecraft, findings of Yee’s (2006) more nuanced
motivation-scale suggests that boys prefer the more competitive and teamwork aspects of
Minecraft compared to girls.
Style of Minecraft Play by Gender (H2B)
Results for hypothesis 2B show that - as expected - boys significantly more often
favor survival mode (70.5%), compared to girls (33.3%), who in turn prefer creative mode, χ
2= 13.30, p = .000 (see table 5). Moreover, male respondents also significantly more often
reported playing in multi-player mode (87.7%), compared to girls (65.3%), who in turn
generally more often play in single-player mode, χ
2= 10.81, p = .001 (see table 5). In sum,
Study 2 findings support hypothesis 2B in that adolescents’ preferences for specific
Minecraft-modes are moderated by gender. Girls prefer creative and single-player mode,
whereas boys favor survival and multi-player mode.
Table 5
Respondents’ Gaming Preferences, Sorted by Gender
% Boys
% Girls
% Total
Gender Differences
Creative Mode
29.5%
a66.7%
a40.5%
Survival Mode
70.5%
a33.3%
a59.5%
χ
2= 13.30; p = .000
aSingle-Player
12.3%
a34.7%
a19.4%
Multi-Player
87.7%
a65.3%
a80.6%
χ
2= 10.81; p = .001
aNote. a statistically significant difference.
Style of Minecraft Play by Age (H3)
Regarding age, hypothesis 3 posited that tweens prefer more basic, safer components,
while teens prefer more advanced, riskier components of Minecraft. As hypothesized, 38.5%
of all tweens reported a statistically significant preference for more basic play (i.e., playing
the pocket edition on smartphones or tablets), compared to 17.8% of all teens, χ
2= 6.26, p =
.012 (see table 6). Yet, contrary to expectations of hypothesis 3, tweens actually more often
played online (65.8%) compared to teens (48.6%) although these differences were not
statistically significant, χ
2= 3.03, p = .082 (see table 6). Moreover, hypothesis 3 also
expected that tweens prefer the safer creative mode (where they are protected from monsters),
compared to teens who were expected to prefer survival mode. While trends were in support
of this hypothesis (i.e., 46.2% of all tweens reported favoring creative mode, compared to
only 27.3% of tweens), the finding was also not statistically significant, χ
2= 3.43, p = .064
(see table 6).
Table 6
Respondents’ Gaming Preferences, Sorted by Age (tweens versus teens)
% Tweens
% Teens % Total
Age Differences
Basic
a38.5%*
c17.8%*
c32.5%
Advanced
b61.5%*
c82.2%*
c67.5%
χ
2= 6.26; p = .012
cOnline
65.8%
48.6%
60.5%
Offline
34.2%
51.4%
39.5%
χ
2= 3.03; p = .082
Creative Mode
46.2%
27.3%
40.5%
Survival Mode
53.8%
72.7%
59.9%
χ
2= 3.43; p = .064
Note. a basic gameplay includes playing the pocket version on smartphones or tablets. b advanced gameplay includes playing Minecraft on computers, laptops or gaming consoles. c statistically significant difference