articleJournal of Computer-Mediated CommunicationJul 1, 2008BRONZE OA

Who plays, how much, and why? Debunking the stereotypical gamer profile

University of Southern California · Palo Alto Research Center · +1 more institution

Indexed incrossrefdoaj

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

703
total citations
FWCI
151.34
Percentile
100%
References
72
Citations per year

Authors

3

Topics & keywords

Keywords
  • Popularity
  • Virtual world
  • Computer science
  • Psychology
  • Operator (biology)
  • Internet privacy
  • Human–computer interaction
  • Social psychology
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