Griffiths Mark D, Davies Mark N O, Chappell Darren
Psychology Division, Nottingham Trent University, UK.
Cyberpsychol Behav. 2004 Aug;7(4):479-87. doi: 10.1089/cpb.2004.7.479.
Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined 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 favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).
尽管网络游戏越来越受欢迎,但尚未对其玩家进行过初步调查。因此,我们通过在线问卷调查来研究玩热门网络游戏《无尽的任务》的在线电脑游戏玩家的基本人口统计学因素(即性别、年龄、婚姻状况、国籍、教育水平、职业)。该调查还考察了游戏频率(即每周玩游戏的时长)、游戏历史(即玩游戏的时长、与谁一起玩、是否曾对游戏角色进行性别转换)、游戏中最喜欢和最不喜欢的方面,以及他们为了玩游戏而牺牲了什么(如果有的话)。结果显示,81%的网络游戏玩家为男性,玩家的平均年龄为27.9岁。对许多玩家来说,游戏的社交方面是玩游戏最重要的因素。一小部分玩家似乎玩得过度(每周超过80小时),结果表明一小部分玩家为了玩游戏而牺牲了重要活动(如睡眠、与家人和/或伴侣相处的时间、工作或学业)。
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