
The virtual battle of the sexes
Author: Osborne, Tamsin
Date: 2008
Source: BBC News, December 23
Full Text Link:
http://news.bbc.co.uk/1/hi/technology/7796482.stm
Synopsis:
Examines gender differences in more than 2,400 EverQuest II players, using survey and in-game data from Sony Online Entertainment.
Keywords:
academia, industry, survey, play data, media-press, player demographics, genre MMO, gaming social context, motivations, sexuality
Abstract:
"Picture a typical player of a massively multiplayer game such as World of Warcraft and most people will imagine an overweight, solitary male.
But this stereotype has been challenged by a study investigating gender differences among gamers.
It found that the most hard-core players are female, that gamers are healthier than average, and that game playing is an increasingly social activity."
Scott Caplan of the University of Delaware and Dimitri Williams (USC) studied gender differences in more than 2,400 EverQuest II players, using survey and in-game data from Sony Online Entertainment..
Everquest female players were 5 times more likely than the general population to report being bisexual. Female players also were healthier as measured by body mass and exercise than the general population.
Men were more likely to play to win, whereas women were more likely to play for social reasons.
Implications for Game Industry:
No Implications have been written for this entry.
Research Highlights:
- Although more of the players were male, it was the female players who were the most dedicated players, spending more time each day playing the game than their male counterparts.
- EverQuest female players were 5 times more likely than the general population to report being bisexual.
- Gamers were healthier than the average person, measured by body mass and exercise.
- Game playing is becoming an increasingly social activity, which is what makes games appealing to more women.
- Men were more likely to play to win, whereas women were more likely to play for social reasons.