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Online computer gaming

A comparison of adolescent and adult gamers

Bibliographic Data

ID19604152
AuthorsMark D Griffiths (0000-0001-8880-6524, Nottingham Trent University, corresponding author), Mark N O Davies (Psychology Division Nottingham Trent University Burton Street Nottingham NG1 4BU UK), Darren Chappell (Psychology Division Nottingham Trent University Burton Street Nottingham NG1 4BU UK)
Year2003
Volume27
Issue1
Pages87-96
Publication date2003-12-30
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Adolescence (JOURNAL)
Journal identifiersISSN: 0140-1971 • E-ISSN: 1095-9254
PublisherWiley (PUBLISHER • GB)
DOI10.1016/j.adolescence.2003.10.007
PMID15013262
OpenAlexW1982555474
LanguageEN
Citations received73
References cited8

Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing

Favourite · Multimedia · Popularity · Sacrifice · Video game · Child Development and Digital Technology · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Social Psychology

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Unique citing works73
Citations per year3,17
Citation span2003 - 2025 (23)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 65

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