A total of 621 participants fully completed the study. Participants were recruited via the internet, responding to advertisements for the study placed on multi-system, multi-genre video game forums.
Age and Gender
The sample consisted of 560 males (90.2%) and 61 females (9.8%). Their ages ranged from 18 to 60, with a mean of 23.84 (SD = 6.70), and a mode of 18 (21.9% of the sample). Notably, 70.9% of the sample were between 18 and 25, and 50.6% between 18 and 21. The mean age at which participants first reported playing video games was 8.69 with SD = 4.95.
Geography
Geographically, the sample was located in English-speaking developed countries, with the majority of participants residing in Australia (64.7%). A further 22.5% resided in the USA, 4% in Canada, 3.5% in the UK and 1.6% in New Zealand. These five countries represent 96.3% of the sample.
Employment
In response to employment status, 41.1% worked full time, 21.7% studied full time, 9.2% studied full time and worked part time, and 7.7% did not work or study.
Gaming Preferences
It was found the primary game medium was home video or computer games, making up 90.3% of the sample, with 8.4% playing at LANs and only 0.2% playing arcade parlour games. In an open ended question, participants were asked to name their primary game system used. Importantly, 82.8% played computer games, possibly attributable to the study being advertised on the internet.
Participants were also asked which genre of game they primarily played, from a choice of action, strategy, simulation, adventure, mmorpg and not applicable. Despite recommendations to use complex genre systems in previous studies , the hybridity of extensive genre systems inhibited a clear delineation between genres, and the resultant ability to analyse differences between gamers who played them. Hence, a simple approach was taken and the category “not applicable” included for those who believed the games they played didn’t fit any available selection. The genre system used allowed for the assimilation of other popular genres such as first person shooters equating to action, resource management games equating to strategy, sports and racing games equating to simulation and persistent state world games referring to MMORPGs. The top genres played by the sample are as follows: 47.5% played action games, 29.1% played MMORPGs, 10% played strategy, 6.6% simulation, 5.3% adventure, 1.3% selected Not Applicable and 1 participant did not select a genre.
Gaming Behaviour
Questions were included to identify the characteristics of game playing behaviour of participants. In line with previous studies, a ‘total dose’ approach to time commitment was taken, and participants were asked to report the average hours of play per day, and per week. The mean daily hours of play reported was 3.42, with SD = 2.48, and mean weekly hours of play 23.78 with SD = 16.88. Additionally, participants were asked to rate how many hours of weekly play is in the physical presence of friends, and with friends online. A percentage of weekly hours of play were calculated to represent these two social variables. The mean percentage of time spent playing games in the physical presence of friends was 16.06%, with SD = 25.04, and with friends online 51.85%, with SD = 39.72. In relation to online gaming, 68.8% played games primarily online, leaving 31.2% who played primarily offline.