The DOI matches its Crossref record; 8 of the 8 references it cites were found in a registry or an index.
Who plays, how much, and why? Debunking the stereotypical gamer profile
Open accessAbstract
Online games have exploded in popularity, but for many researchers access to players has been difficult. The study reported here is the first to collect a combination of survey and behavioral data with the cooperation of a major virtual world operator. In the current study, 7,000 players of the massively multiplayer online game (MMO) EverQuest 2 were surveyed about their offline characteristics, their motivations and their physical and mental health. These self-report data were then combined with data on participants’ actual in-game play behaviors, as collected by the game operator. Most of the results defy common stereotypes in surprising and interesting ways and have implications for communication theory and for future investigations of games.
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Cites
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Uses and Gratifications Theory in the 21st Century
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“Understanding the motivations behind video game-play therefore provides us with good predictors of gamers’ usage and genre preferences (Sherry et al., 2006), consistent with a perspective driven by what Ruggiero (2000) calls the ‘‘uses and effects’’ paradigm.”
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Education and Health: Evaluating Theories and Evidence
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Physical Activity and Television Watching in Relation to Risk for Type 2 Diabetes Mellitus in Men
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From Tree House to Barracks: The Social Life of Guilds in World of Warcraft
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006) · Games and Culture · doi:10.1177/1555412006292616 · Cited by 659
Self-citationObesity and health-related quality of life: a cross-sectional analysis of the US population
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Cited by
Kardefelt-Winther, D. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2013.10.059 · Cited by 2,519
Internet Gaming Addiction: A Systematic Review of Empirical Research
Kuss, D. J., & Griffiths, M. D. (2012) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-011-9318-5 · Cited by 1,113
Demographic differences in perceived benefits from gamification
Koivisto, J., & Hamari, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.03.007 · Cited by 841
Problematic internet use and psychosocial well-being among MMO players
Caplan, S., Williams, D., & Yee, N. (2009) · Computers in Human Behavior · doi:10.1016/j.chb.2009.06.006 · Cited by 449
Self-citationWhy do people play games? A meta-analysis
Hamari, J., & Keronen, L. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2017.01.006 · Cited by 368
Metadata
- Authors
- Williams, D., Yee, N., & Caplan, S. E.
- Venue
- Journal of Computer-Mediated Communication
- Publisher
- Oxford University Press (OUP)
- Published
- 2008-07
- Volume
- 13
- Issue
- 4
- Pages
- 993-1018
- ISSN
- 1083-6101 (ISSN-L)
- OpenAlex
- W2068675359
- Cited by
- 705
- References
- 8
- FWCI
- 161.46
- Type
- journal article
- Language
- en
- Open access
- bronze
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- Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication. https://doi.org/10.1111/j.1083-6101.2008.00428.x
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
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.