Age-based preferences and player experience: a crowdsourced cross-sectional study

Max V. Birk, Maximilian A. Friehs, Regan L. Mandryk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

20 Citations (Scopus)

Abstract

We tend to treat the 18-55 demographic of gamers as a monolithic and homogenous group, even though the older ones witnessed the entire rise of the videogame and the younger ones were born into a world with MMORPGs. We present a cross-sectional study of 2747 crowdsourced players aged 18-55 and conduct linear regressions of age on several measures of play habits, preferences, and play experiences. Our results show a consistent pattern that with increasing age, preferences, play motive, play style, identification as a gamer, and player experience shift away from a focus on performance and towards a focus on completion, choice, and enjoyment. We situate our results in developmental psychology, which suggests that as we age, we exhibit an increased focus on goals that prioritize emotional regulation and relationships and less on the acquisitions of new skills. Our work provides new insights into the large and core demographic of gamers.
Original languageEnglish
Title of host publicationCHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
Place of PublicationNew York
PublisherAssociation for Computing Machinery, Inc
Pages157-170
Number of pages14
ISBN (Electronic)978-1-4503-4898-0
DOIs
Publication statusPublished - 15 Oct 2017
Externally publishedYes
EventCHI PLAY '17 Annual Symposium on Computer-Human Interaction in Play - Amsterdam, Netherlands
Duration: 15 Oct 201718 Oct 2017

Conference

ConferenceCHI PLAY '17 Annual Symposium on Computer-Human Interaction in Play
CountryNetherlands
CityAmsterdam
Period15/10/1718/10/17

Keywords

  • Age
  • Motivations
  • Player experience
  • Player styles

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  • Cite this

    Birk, M. V., Friehs, M. A., & Mandryk, R. L. (2017). Age-based preferences and player experience: a crowdsourced cross-sectional study. In CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 157-170). Association for Computing Machinery, Inc. https://doi.org/10.1145/3116595.3116608