(Multiplayer) gaming around the globe? A comparison of gamer surveys in four countries

Thorsten Quandt*, Vivian Chen, Frans Mäyrä, Jan Van Looy

*Corresponding author for this work

Research output: Chapter/Conference proceedingChapterAcademic

20 Citations (Scopus)

Abstract

Digital gaming has become a major global entertainment sector. The games industry itself claims that gaming has surpassed the film sector in terms of financial turnaround in recent years, 1 and the interest in games is rising as games have penetrated mainstream society. The traditional stereotype of the male, adolescent player (Griffiths, Davies, and Chappell, 2003) obviously no longer represents the majority of gamers, as gaming has developed into an adult hobby, and now includes groups that have previously not been involved in gaming
Original languageEnglish
Title of host publicationMultiplayer
Subtitle of host publicationThe Social Aspects of Digital Gaming
Place of PublicationLondon
PublisherTaylor and Francis AS
Chapter3
Pages23-46
Number of pages24
Edition1
ISBN (Print)9780203627488
DOIs
Publication statusPublished - 1 Jan 2013
Externally publishedYes

Research programs

  • ESHCC M&C

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