Typology and Sociodemographic Characteristics of Massively Multiplayer Online Game Players

To date, there has been relatively little research comparing different types of online gamers. The main aim of this study was to provide robust benchmark data on different types of Massively Multiplayer Online Game (MMOG) players using a large sample of online gamers. An online survey was used to recruit 4,374 Hungarian online gamers from websites offering different types of MMOGs. In addition to sociodemographic characteristics, the study also collected data on gaming preference, amount of time spent gaming, amount of money spent on the game, and whether they played at an amateur or professional level. A latent profile analysis of gaming preferences differentiated between eight specific gamer types, of which four types emerged as clear categories, indicating clear preference for a specific type of game (role-playing games, first-person shooter games, real-time strategy games, and other games). Overall, 79% of gamers belonged to these four categories. First-person shooter gamers were almost exclusively male, younger aged, lower educated, and of lower socioeconomic status. Real-time strategy gamers were older. Female gamers were most likely to play “Other” games and/or role-playing games. In relation to time spent gaming, role-playing gamers appeared to be the most vulnerable. The results indicated that a significant number of gamers have clear gaming preferences, and these specific gaming types are associated with significant differences regarding sociodemographic and gaming characteristics of gamers.

[1]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[2]  Griffiths Are computer games bad for children , 1993 .

[3]  Scott E. Caplan,et al.  Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..

[4]  Mark D. Griffiths,et al.  Demographic Factors and Playing Variables in Online Computer Gaming , 2004, Cyberpsychology Behav. Soc. Netw..

[5]  Peter M. Wiemer-Hastings,et al.  Addiction to the Internet and Online Gaming , 2005, Cyberpsychology Behav. Soc. Netw..

[6]  Mark D Griffiths,et al.  Online gaming addiction in children and adolescents: A review of empirical research. , 2012, Journal of behavioral addictions.

[7]  K. Namkoong,et al.  The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits , 2008, European Psychiatry.

[8]  Robyn Pierce,et al.  Massively multiplayer online role-playing games: the past, present, and future , 2008, CIE.

[9]  Scott E. Caplan,et al.  Problematic Internet use and psychosocial well-being among MMO players , 2009, Comput. Hum. Behav..

[10]  Tzung-Ru Tsai,et al.  What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior , 2010, Int. J. Hum. Comput. Interact..

[11]  Daniel L. King,et al.  Video Game Structural Characteristics: A New Psychological Taxonomy , 2009, International Journal of Mental Health and Addiction.

[12]  Lon Safko,et al.  The Social Media Bible: Tactics, Tools, and Strategies for Business Success , 2009 .

[13]  M. Griffiths,et al.  The Development of the Problematic Online Gaming Questionnaire (POGQ) , 2012, PloS one.

[14]  Zaheer Hussain,et al.  Social Interactions in Online Gaming , 2011, Int. J. Game Based Learn..

[15]  Shao-kang Lo,et al.  The impact of online game character's outward attractiveness and social status on interpersonal attraction , 2008, Comput. Hum. Behav..

[16]  M. Griffiths The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence , 2009, International Journal of Mental Health and Addiction.

[17]  Mark D Griffiths,et al.  Behavioral addictions: Past, present and future. , 2012, Journal of behavioral addictions.

[18]  Robert J. Moore,et al.  "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.

[19]  Mark D. Griffiths,et al.  Breaking the Stereotype: The Case of Online Gaming , 2003, Cyberpsychology Behav. Soc. Netw..

[20]  Mark D. Griffiths,et al.  Social Interactions in Massively Multiplayer Online Role-Playing Gamers , 2007, Cyberpsychology Behav. Soc. Netw..

[21]  Eui Jun Jeong,et al.  Effects of Interactivity in Educational Games: A Mediating Role of Social Presence on Learning Outcomes , 2011, Int. J. Hum. Comput. Interact..

[22]  Thom Baguley,et al.  Online gaming addiction: Classification, prediction and associated risk factors , 2012 .

[23]  Kim Jee Yeon,et al.  The comparison of online game experiences by players in games of Lineage & EverQuest: Role play vs. Consumption , 2005 .

[24]  M. Griffiths,et al.  Internet Gaming Addiction: A Systematic Review of Empirical Research , 2012, International Journal of Mental Health and Addiction.

[25]  Zaheer Hussain,et al.  Excessive use of Massively Multi-Player Online Role-Playing Games: A Pilot Study , 2009, International Journal of Mental Health and Addiction.

[26]  David Smahel,et al.  Playing MMORPGs: Connections between Addiction and Identifying with a Character , 2008, Cyberpsychology Behav. Soc. Netw..

[27]  Jeroen Jansz,et al.  Appeal of Playing Online First Person Shooter Games , 2007, Cyberpsychology Behav. Soc. Netw..

[28]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[29]  Mark D. Griffiths,et al.  A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players , 2012, Int. J. Cyber Behav. Psychol. Learn..

[30]  Nick Yee,et al.  The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.

[31]  Dong-Hee Shin,et al.  The Dynamic User Activities in Massive Multiplayer Online Role-Playing Games , 2010, Int. J. Hum. Comput. Interact..

[32]  Linda M. Collins,et al.  Latent class and latent transition analysis , 2009 .

[33]  Z. Demetrovics,et al.  Why do you play? The development of the motives for online gaming questionnaire (MOGQ) , 2011, Behavior research methods.