Changing Face of Gaming study shows players in a new lightBy Staff Writer 17 July 2018 | Categories: news
Video gaming is no longer a niche activity enjoyed by a few away from everyone else. As superstar Drake stole the limelight at the recent E3 gaming conference, it’s clear that the $30 billion gaming industry is solidly in the mainstream and growing fast. In 2017, more people watched esport’s League of Legends finals than the U.S.’ football and baseball professional championships combined.
But many still hold onto old misconceptions about gamers: that they are introverted and their pass time does nothing for their mental wellbeing. Alienware, the leading hardware manufacturer and a member of the gaming community for more than 20 years, has set out to debunk these and other myths.
Looking to set the record straight, it partnered with Researchscape to conduct an extensive online survey of 5 763 video game players from 11 countries on today’s gaming habits, attitudes and the wider gaming community. To qualify for the study, respondents had to play videogames on desktops or laptops and had to play for at least an hour a week.
The results are definitive, said Chris Buchanan, Dell EMC’s Director of end-user computing - Africa:
“The whole idea of gamers as being antisocial and lazy is not true at all. Gamers are very social, motivated and community-focused. They love the passtime and some take it seriously enough to do it professionally. That demands a lot of focus and dedication. These survey results show that definitely: gamers are vibrant, love social activities and enjoy what they do. It’s a truly passionate lifestyle that more and more people are embracing.”
Some of the discoveries from the survey included:
- The survey results confirm that today’s gamer is not the stereotypical teen loner playing in their parents’ basement. She's a coworker with two kids, the guy at the gym, a fellow volunteer – and most commonly, a spouse, sibling or friend. But they all have in common that they proudly call themselves a “gamer.”
- According to those surveyed, fewer than one in 10 feel either “judged,” “childish” or “embarrassed” being called a “gamer” (8-9% each). Instead, they consider “gamer” a positive label and feel “fun” (35%), “cool” (29%), or “excited" (26%) as a result.
- Gamers are not shy about sharing their love of gaming with others and inviting others to share in the enjoyment, with 27% having introduced three to four friends or family members to gaming, and 25% having introduced five or more.
- People are increasingly turning to videogames for relaxation (60% of respondents), passing the time (51%) and relieving stress (49%). A little under half (40%) of gamers are not concerned with their skill level, yet ironically, no one likes to identify as a "noob" (gamer code for the new kid on the block).
- Just under 6% identified as noobs, while 14% consider themselves to be just beyond noob level; 40% identify as casual gamers, 25% as "pretty darn good", and 8% feel they can compete with pro gamers.
- Gaming doesn’t discriminate. When it comes to being matched with rival gamers, culture/ethnicity (8%), political views (7%), and sexual orientation (6%) are for the most part inconsequential to a player. What matters most is the other gamer’s skill level (40%).
- Many lead busy lives with many outside interests. When not gaming, their attention is spent on music (63%) and spending time with family (59%) or friends (55%). Traveling (50%) and reading and writing (46%) were also popular.
- Close to four out of 10 survey respondents said that, because of gaming, they are more strategic thinkers (39%), have improved hand-eye coordination (37%) and increased reaction time (36%). Some even perceive that their teamwork (27%) and leadership (18%) skills have improved. This aligns with research conducted by the Royal Melbourne Institute of Technology, Australia, which found teens who were regular gamers scored higher than average in math, reading and science on an international exam.
“As a longtime gamer, these results don’t surprise me at all,” said Andreas Hadjipaschali, CEO of local professional gaming team Bravado. “Gaming has always had a big social element, it has welcomed people regardless of who they are, and it’s a fun hobby that anyone can enjoy. But it’s good to see these facts being backed by research.”
Gaming stereotypes are clearly outdated. Today gaming is a popular pass time, enjoyed by people from all walks of life. Forget the image of the lazy, reclusive player hiding in a dark room.
Researchscape conducted an online survey of 5,763 videogame players, age 14-87, from 11 countries (Australia, Brazil, Canada, China, France, Germany, India, Japan, New Zealand, UK and U.S.) and in six languages in order to better understand gaming habits, attitudes and the wider gaming community. To qualify for the study, respondents had to play videogames on desktops or laptops and had to play for at least an hour a week. They did not need to identify as gamers, and 7% said they did not.
Nearly half of respondents were in their 20s (26%) or 30s (22%); 12% were teenagers (14-17). Gamers were split nearly evenly male (52%) and female (47%). Many were married and living with a spouse (42%) or a partner (15%), and half had children or stepchildren (52%).
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