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1.
Cyberpsychol Behav ; 7(4): 479-87, 2004 Aug.
Article in English | MEDLINE | ID: mdl-15331036

ABSTRACT

Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).


Subject(s)
Demography , Online Systems , Video Games , Adolescent , Adult , Age Factors , Child , Choice Behavior , Data Collection , Ethnicity , Female , Humans , Male , Middle Aged , Motivation , Sex Factors , Time Factors
2.
Cyberpsychol Behav ; 7(1): 1-10, 2004 Feb.
Article in English | MEDLINE | ID: mdl-15006163

ABSTRACT

There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individual's psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if any) are important to a group of self-selected video game players (n = 382). The main variables examined were sound, graphics, background and setting, duration of game, rate of play, advancement rate, use of humor, control options, game dynamics, winning and losing features, character development, brand assurance, and multi-player features. Although there were many major gender differences, one of the main overall findings was the importance of a high degree of realism (i.e., realistic sound, graphics, and setting). Other important characteristics included a rapid absorption rate, character development, the ability to customize the game, and multiplayer features. Suggestions for future research are outlined.


Subject(s)
Play and Playthings , Social Behavior , Video Games/psychology , Adolescent , Adult , Character , Factor Analysis, Statistical , Female , Humans , Male , Middle Aged , Surveys and Questionnaires , Wit and Humor as Topic
3.
J Adolesc ; 27(1): 87-96, 2004 Feb.
Article in English | MEDLINE | ID: mdl-15013262

ABSTRACT

Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.


Subject(s)
Video Games , Adolescent , Adult , Aged , Attitude , Female , Humans , Male , Middle Aged , Time Factors , Video Games/psychology , Video Games/statistics & numerical data
4.
Cyberpsychol Behav ; 6(1): 81-91, 2003 Feb.
Article in English | MEDLINE | ID: mdl-12650566

ABSTRACT

Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.


Subject(s)
Internet , Stereotyping , Video Games , Adolescent , Adult , Female , Humans , Male , Middle Aged
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