Who plays, how much, and why? Debunking the stereotypical gamer profile
University of Southern California · Palo Alto Research Center · +1 more institution
Abstract
Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, their motivations and their physical and mental health. These self-report data were then combined with data on participants' actual in-game play behaviors, as collected by the game operator. Most of the results defy common stereotypes in surprising and interesting ways and have implications for communication theory and…
Citation impact
- FWCI
- 151.34
- Percentile
- 100%
- References
- 72
Authors
3Topics & keywords
- Popularity
- Virtual world
- Computer science
- Psychology
- Operator (biology)
- Internet privacy
- Human–computer interaction
- Social psychology