Publication | Open Access
Who plays, how much, and why? Debunking the stereotypical gamer profile
699
Citations
48
References
2008
Year
EngineeringOnline GamingSocial InfluenceCommunicationMental HealthPsychologyMedia StudiesStereotypical Gamer ProfileSocial MediaGame OperatorGame DesignBehavioral SciencesOnline GamesTheatreGame StudiesEverquest 2User ExperienceGame AnalyticsGame StudyGamesPerformance StudiesInterpersonal CommunicationVirtual WorldsSocial ComputingPlaywritingHuman-computer InteractionArtsVideo Game AddictionPlayer Experience
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 for future investigations of games.
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