Literature DB >> 15331036

Demographic factors and playing variables in online computer gaming.

Mark D Griffiths1, Mark N O Davies, Darren Chappell.   

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).

Mesh:

Year:  2004        PMID: 15331036     DOI: 10.1089/cpb.2004.7.479

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  25 in total

1.  Communication, opponents, and clan performance in online games: a social network approach.

Authors:  Hong Joo Lee; Jaewon Choi; Jong Woo Kim; Sung Joo Park; Peter Gloor
Journal:  Cyberpsychol Behav Soc Netw       Date:  2013-06-07

Review 2.  Game of thorns: Modern day opium.

Authors:  P S Bhat; Jyoti Prakash; Kalpana Srivastava
Journal:  Med J Armed Forces India       Date:  2019-04-02

3.  Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates.

Authors:  K W Müller; M Janikian; M Dreier; K Wölfling; M E Beutel; C Tzavara; C Richardson; A Tsitsika
Journal:  Eur Child Adolesc Psychiatry       Date:  2014-09-05       Impact factor: 4.785

4.  Video game genre as a predictor of problem use.

Authors:  Luther Elliott; Andrew Golub; Geoffrey Ream; Eloise Dunlap
Journal:  Cyberpsychol Behav Soc Netw       Date:  2012-01-13

5.  Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

Authors:  Daniel L King; Anastasia Ejova; Paul H Delfabbro
Journal:  J Gambl Stud       Date:  2012-09

6.  The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

Authors:  Luther Elliott; Geoffrey Ream; Elizabeth McGinsky; Eloise Dunlap
Journal:  Int J Ment Health Addict       Date:  2012-08-07       Impact factor: 3.836

7.  The effects of pathological gaming on aggressive behavior.

Authors:  Jeroen S Lemmens; Patti M Valkenburg; Jochen Peter
Journal:  J Youth Adolesc       Date:  2010-06-13

8.  The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test.

Authors:  Halley M Pontes; Orsolya Király; Zsolt Demetrovics; Mark D Griffiths
Journal:  PLoS One       Date:  2014-10-14       Impact factor: 3.240

9.  Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing.

Authors:  Jeong Ha Park; Doug Hyun Han; Bung-Nyun Kim; Jae Hoon Cheong; Young-Sik Lee
Journal:  Psychiatry Investig       Date:  2016-05-18       Impact factor: 2.505

10.  A cross-sectional survey of internet use among university students.

Authors:  Kristina Adorjan; Simon Langgartner; Maximilian Maywald; Susanne Karch; Oliver Pogarell
Journal:  Eur Arch Psychiatry Clin Neurosci       Date:  2020-11-16       Impact factor: 5.270

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