Is #NotMyBattlefield Rooted in gamer identity? An examination of demographic factors, genre preference, and technology use of gamers

William Thomas Howe, Dalaki Jym Livingston, Sun Kyong Lee

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

3 Scopus citations

Abstract

This study examined characteristics of players that self-identified as gamers. Participants (N = 476) were asked to complete an online survey and provide information about their video game play. Analyses of the survey responses found support for gamers being younger, men, and playing more. We also found that some of the genres of play and technology used diverged from previous research. The two most surprising findings were that gamers preferred to play on consoles more than on computers, and massive-multiplayer online games were not the most played genre. This paper contributed to research in three ways: previous assumptions surrounding gamer identity and demographics were tested, the genre of games and method of play were examined to refine the definition of a gamer, and the implications of gamer identity were discussed.

Original languageEnglish
Title of host publicationProceedings of the 52nd Annual Hawaii International Conference on System Sciences, HICSS 2019
EditorsTung X. Bui
Pages2496-2505
Number of pages10
ISBN (Electronic)9780998133126
StatePublished - 2019
Event52nd Annual Hawaii International Conference on System Sciences, HICSS 2019 - Maui, United States
Duration: Jan 8 2019Jan 11 2019

Publication series

NameProceedings of the Annual Hawaii International Conference on System Sciences
Volume2019-January
ISSN (Print)1530-1605

Conference

Conference52nd Annual Hawaii International Conference on System Sciences, HICSS 2019
Country/TerritoryUnited States
CityMaui
Period1/8/191/11/19

Bibliographical note

Publisher Copyright:
© 2019 IEEE Computer Society. All rights reserved.

ASJC Scopus subject areas

  • Engineering (all)

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