Breaking the stereotype: the case of online gaming

Griffiths, MD ORCID logoORCID: https://orcid.org/0000-0001-8880-6524, Davies, MNO and Chappell, D, 2003. Breaking the stereotype: the case of online gaming. CyberPsychology & Behavior, 6 (1), pp. 81-91. ISSN 1094-9313

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Abstract

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 The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.

Item Type: Journal article
Publication Title: CyberPsychology & Behavior
Creators: Griffiths, M.D., Davies, M.N.O. and Chappell, D.
Publisher: Mary Ann Liebert Inc. Publ.
Place of Publication: Larchmont, NY, USA
Date: 2003
Volume: 6
Number: 1
ISSN: 1094-9313
Rights: © Mary Ann Liebert, Inc.
Divisions: Schools > School of Social Sciences
Record created by: EPrints Services
Date Added: 09 Oct 2015 10:25
Last Modified: 09 Jun 2017 13:29
URI: https://irep.ntu.ac.uk/id/eprint/12739

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