Breaking the Stereotype: The Case of Online Gaming
Top Cited Papers
- 1 January 2003
- journal article
- research article
- Published by Mary Ann Liebert Inc in CyberPsychology & Behavior
- Vol. 6 (1) , 81-91
- https://doi.org/10.1089/109493103321167992
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 The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.Keywords
This publication has 9 references indexed in Scilit:
- Video game violence and aggression: Comments on ‘Video game playing and its relations with aggressive and prosocial behaviour’ by O. Wiegman and E. G. M. van SchieBritish Journal of Social Psychology, 2000
- Violent video games and aggressionAggression and Violent Behavior, 1999
- DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTSPsychological Reports, 1998
- Computer Game Playing in Early AdolescenceYouth & Society, 1997
- Home video game playing in schoolchildren: a study of incidence and patterns of playJournal of Adolescence, 1995
- The effect of type a personality on physiological arousal while playing computer gamesAddictive Behaviors, 1995
- Computer game playing in adolescence: Prevalence and demographic indicatorsJournal of Community & Applied Social Psychology, 1995
- The personality of fantasy game playersBritish Journal of Psychology, 1993
- Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machinesJournal of Adolescence, 1991