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      Demographic Factors and Playing Variables in Online Computer Gaming

      1 , 1 , 1
      CyberPsychology & Behavior
      Mary Ann Liebert Inc

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          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).

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          Breaking the stereotype: the case of online gaming.

          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 The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.
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            Dependence on computer games by adolescents.

            As computer game playing is a popular activity among adolescents, a questionnaire study was undertaken with 387 adolescents (12-16 years of age) to establish their "dependence" using a scale adapted from the DSM-III-R criteria for pathological gambling. Analysis indicated that one in five adolescents were currently "dependent" upon computer games. Boys played significantly more regularly than girls and were more likely to be classified as "dependent." The earlier children began playing computer games it appeared the more likely they were to be playing at "dependent" levels. These and other results are discussed in relation to research on other gaming dependencies.
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              Amusement machine playing in childhood and adolescence: a comparative analysis of video games and fruit machines.

              The introduction of video games has met with mixed reviews. In the US, an ongoing debate focusing on the potential problems of video game playing has been taken up by parents, politicians and social scientists. A number of the concerns that have been raised about the playing of video games in the US are very similar to the concerns raised about the playing of fruit machines (slot machines) in the UK. This paper attempts to put the on-going US and UK amusement machine debates into an empirical perspective and attempts a comparative analysis of video games and fruit machines by examining: incidence of play, sex differences and psychological characteristics of machine players, observational findings in arcade setting, the alleged negative consequences of amusement machine playing (i.e. increased aggression and addiction), and an appraisal of amusement machines' positive aspects. Future directions and an expanded version of Brown's (1989) developmental model of a pathology of man-machine relationships are also discussed.
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                Author and article information

                Journal
                CyberPsychology & Behavior
                CyberPsychology & Behavior
                Mary Ann Liebert Inc
                1094-9313
                1557-8364
                August 2004
                August 2004
                : 7
                : 4
                : 479-487
                Affiliations
                [1 ]Psychology Division, Nottingham Trent University, Nottingham, United Kingdom.
                Article
                10.1089/cpb.2004.7.479
                15331036
                df3f29e7-8a6b-429b-af04-537c6bfc10a7
                © 2004

                http://www.liebertpub.com/nv/resources-tools/text-and-data-mining-policy/121/

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