The DOI matches its Crossref record; 22 of the 22 references it cites were found in a registry or an index.
Appeal of Playing Online First Person Shooter Games
Abstract
First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.
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Cites
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Who plays, how much, and why? Debunking the stereotypical gamer profile
Williams, D., Yee, N., & Caplan, S. E. (2008) · Journal of Computer-Mediated Communication · doi:10.1111/j.1083-6101.2008.00428.x · Cited by 705
Addiction to the Internet and Online Gaming
Ng, B. D., & Wiemer-Hastings, P. (2005) · CyberPsychology & Behavior · doi:10.1089/cpb.2005.8.110 · Cited by 681
Online computer gaming: a comparison of adolescent and adult gamers
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Breaking the Stereotype: The Case of Online Gaming
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003) · CyberPsychology & Behavior · doi:10.1089/109493103321167992 · Cited by 501
Physical Interpersonal Relationships and Social Anxiety among Online Game Players
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Demographic Factors and Playing Variables in Online Computer Gaming
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Cited by
Trepte, S., Reinecke, L., & Juechems, K. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2011.12.003 · Cited by 462
Games and Recovery: The Use of Video and Computer Games to Recuperate from Stress and Strain
Reinecke, L. (2009) · Journal of Media Psychology · doi:10.1027/1864-1105.21.3.126 · Cited by 280
De Grove, F., Cauberghe, V., & Van Looy, J. (2016) · Media Psychology · doi:10.1080/15213269.2014.902318 · Cited by 98
Armstrong, M. B., Landers, R. N., & Collmus, A. B. (2016) · Advances in Multimedia and Interactive Technologies · doi:10.4018/978-1-4666-8651-9.ch007 · Cited by 85
Playing In or Out of Character: User Role Differences in the Experience of Interactive Storytelling
Roth, C., Vermeulen, I., Vorderer, P., Klimmt, C., Pizzi, D., Lugrin, J.-L., & Cavazza, M. (2012) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2011.0621 · Cited by 13
Metadata
- Authors
- Jansz, J., & Tanis, M.
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2007-02
- Volume
- 10
- Issue
- 1
- Pages
- 133-136
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W1972444922
- Cited by
- 274
- References
- 22
- FWCI
- 40.64
- Type
- journal article
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.