Category Archives: Online gaming
Blocked-in syndrome: Another look at Game Transfer Phenomena
Back in the early 1990s, I used to play the video game Tetris on my handheld Nintendo Game Boy. Although I say so myself, I was a really good player and I used to play for hours every day. When I went to bed I would see falling blocks as I closed my eyes. I often experienced the same thing when waking up. What I didn’t realise was that many other gamers experienced this too and that it had a name – ‘The Tetris Effect’. According to Wikipedia, “the Tetris effect occurs when people devote so much time and attention to an activity that it begins to pattern their thoughts, mental images, and dreams.”
In the late 1980s I started researching into the area of video game addiction. One of the papers I cited a lot in my early research concerning the side effects of excessive playing was a 1993 case study published in the Irish Journal of Psychological Medicine by Dr. Sean Spence. Dr. Spence reported the case of a female video game player who was diagnosed as suffering from persecutory delusions, exhibiting violent behaviour, and experiencing constant imaginary auditory hallucinations triggered by the music of the Super Mario Brothers video game. This case study and the Tetris effect are both examples of what I and my research colleague Angelica Ortiz de Gortari call ‘game transfer phenomena’ (GTP).
These phenomena tend to occur when video game players become so immersed in their gaming that when they stop playing, they sometimes transfer some of their virtual gaming experiences to the real world. These phenomena can occur both visually and aurally as well is in the form of unconscious bodily movements.
We have been researching GTP for a number of years and our first published study in 2011 made worldwide news. Some of the press coverage was both sensationalist (“Gamers can’t tell real world from fantasy, say researchers”) and misleading (“How video games blur real life boundaries and prompt thoughts of violent solutions to players’ problems”) and angered some of the gaming community. Our first published study in the International Journal of Cyber Behavior, Psychology and Learning was an exploratory study in which 42 gamers were interviewed. Although the sample was small, we reported that all our participants had, at some point, experienced some type of involuntary sensations, thoughts, actions and/or reflexes in relation to videogames when not playing them. For instance, one gamer reported witnessing a mathematics equation appearing in a bubble above his teacher’s head while another reported health bars hovering over football players from a rival team. However, this didn’t stop some of the press coverage being derogatory (“Unscientific survey of 42 gamers concludes video games interfere with perceptions of reality”).
Since then we have published three more studies from a self-selected dataset of over 1,600 gamers’ experiences (all of who had experienced some form of GTP) in various academic journals (International Journal of Human Computer Interaction; International Journal of Mental Health and Addiction; International Journal of Cyber Behavior, Psychology and Learning). Our findings have shown that some gamers (i) are unable to stop thinking about the game, (ii) expect that something from the game will happen in real life, (iii) display confusion between video game events and real life events, (iv) have impulses to perform something as in the video game, (v) have verbal outbursts, and (vi) experience voluntary and involuntary behaviours.
While some gamers qualify their experiences as funny, amusing, or even normal, others said they got surprised, felt worried, embarrassed and their experiences were a reason to quit playing. Based on our research so far, Game Transfer Phenomena appear to be commonplace among excessive gamers but the good news is that most of these phenomena are short-lasting, temporary, and appear to resolve of their own accord.
Despite instances of GTP elsewhere in the psychological and medical literature, we argue that there are important reasons for not using the ‘Tetris effect’ concept when studying game transfer effects. Among the most important are that: (i) the Tetris effect definition is very broad and does not emphasize the importance of the association between real life stimulus and video game elements as a trigger of some of the transfer experiences, (ii) it does not make a clear distinction between sensorial modalities in the game transfer experiences or talk about players’ experiences across sensorial modalities (e.g., hearing a sound and visualizing a video game element), and (iii) the name itself is inspired by a one specific stereotypical puzzle game (i.e., Tetris). This simple name indicates that it is repetition that triggers the transfer effects but there are other factors involved in game transfer experiences. Furthermore, modern video games use more than abstract shapes and offer more flexible scenarios compared to Tetris and similar games.
Our latest study that surveyed over 2,500 gamers is currently being analysed but preliminary results indicate that game transfer phenomena appear to be common among players – especially those that play heavily. It could be that some gamers are more susceptible than others to experience GTP. Although for many gamers the effects of these experiences appear to be short lived, our research also shows that some gamers experience them recurrently. More research is needed to understand the cognitive and psychological implications of GTP. Our studies to date show there is a need to investigate neural adaptations and after-effects induced by video game playing as a way of encouraging healthy and safe video game playing.
Note: This blog is an extended version of an article first published in The Conversation
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Gackenbach, J.I (2008). Video game play and consciouness development: A transpersonal perspective. Journal of Transpersonal Psychology, 40(1), 60-87.
Griffiths, M. D., Kuss, D.J., & Ortiz de Gortari, A. (2013). Videogames as therapy: A review of the medical and psychological literature. In I. M. Miranda & M. M. Cruz-Cunha (Eds.), Handbook of research on ICTs for healthcare and social services: Developments and applications (pp.43-68). Pennsylvania: IGI Global.
Ortiz de Gotari, A., Aronnson, K. & Griffiths, M.D. (2011). Game Transfer Phenomena in video game playing: A qualitative interview study. International Journal of Cyber Behavior, Psychology and Learning, 1(3), 15-33.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2012). An introduction to Game Transfer Phenomena in video game playing. In J. Gackenbach (Ed.), Video Game Play and Consciousness (pp.223-250). Nova Science
Ortiz de Gortari, A.B. & Griffiths, M.D. (2014). Altered visual perception in Game Transfer Phenomena: An empirical self-report study. International Journal of Human-Computer Interaction, 30, 95-105.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2014). Auditory experiences in Game Transfer Phenomena: An empirical self-report study. International Journal of Cyber Behavior, Psychology and Learning, 4(1), 59-75.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2014). Automatic mental processes, automatic actions and behaviours in Game Transfer Phenomena: An empirical self-report study using online forum data. International Journal of Mental Health and Addiction, 12, 432-452.
Parfitt, B. (2011). Metro “can’t tell real world from fantasy”. MCV. September 21. Located at: http://www.mcvuk.com/news/read/metro-can-t-tell-real-world-from-fantasy/085065
Purchase, R. (2011). Prof clarifies Game Transfer Phenomena. Eurogamer.net. September 21. Located at: http://www.eurogamer.net/articles/2011-09-21-game-transfer-phenomena-authors-defence
Spence, S.A. (1993). Nintendo hallucinations: A new phenomenological entity. Irish Journal of Psychological Medicine, 10, 98-99.
The Tetris Effect. Located at: http://en.wikipedia.org/wiki/Tetris_effect
Play to win: A brief look at competitive video gaming
To date, competitive gaming has not been widely researched or recognized in the scientific and professional literature on video games. As the name suggests, competitive gaming comprises players who regularly compete in tournaments organized and run by the gaming community, often for large monetary gains. Secondary benefits include the recognition and admiration of other gaming community members. Such tournaments are now often run by companies that host the events at large convention centers in major cities (e.g., New York City, Los Angeles, Seoul, etc.).
Despite three decades of worldwide growth in competitive gaming, little empirical investigation has catalogued these activities. Although empirical studies are lacking, studies have noted that competitive games now use Internet radio coverage with play-by-play commentaries, large-screen televised projections of game footage, sizeable live audiences, and cash prizes in the hundreds of thousands of dollars. For elite competitive gamers (i.e., professional gamers), the activity is a full-time job. Many games played competitively appear to demand high levels of sophistication in strategizing, planning, multi-tasking, and timing to master.
Academic studies have shown that certain competitive games, if used properly, can also promote prosocial behaviour and skill development. Furthermore, professional success in competitive gaming seemingly requires persistent practice and sophisticated skill sets. It is likely that these positive effects are more substantial than the effects of games played on a casual level. Numerous studies have demonstrated the benefits of gaming more generally in lieu of the positive effects of competitive gaming, particularly in relation to improved spatial cognitive benefits. Studies have also suggested that video games can provide an enriched medium for strategic problem solving. Other studies support the differences between novice and advanced levels of play in video games. For instance, research has demonstrated measurable differences between novice and expert game players, the latter group often demonstrating enhanced short-term memory, executive control/self-monitoring, pattern recognition, visual-spatial abilities (e.g., object rotation), and task-switching efficiency, along with more efficient problem-solving skills.
Competitive gaming has the potential to change the dynamics and motivations of gaming. For instance, if a player can make a financial living and career from playing a video game, it becomes an occupation rather than a hobby. This raises interesting questions about the role of context in excessive gaming and potential addiction. Although there is ongoing scientific debate on the nature and extent of adverse consequences associated with excessive digital technology use, I have noted (in a 2010 issue of the International Journal of Mental Health and Addiction) that long hours of video game use alone do not indicate video game addiction (i.e., heavy use on its own is not a sufficient criterion for addiction). Therefore, in order to evaluate problematic video game use, researchers must consider possible negative consequences players are experiencing in their lives. When video game players are capable of financially supporting themselves from their play, this matter becomes more complex. For example, how would one categorize a professional video game player who was making over $100,000 per year playing video games, but was also experiencing social difficulties as a result of excessive video game use? This point is not meant to imply that a successful professional gamer is incapable of suffering pathological effects from game use, but rather to raise the distinct possibility that professional gamers will view their use as non-problematic due to the success they experience.
When it comes to competitive gaming, many players will play excessively and spend hours and hours every single day either practicing or competing. For many competitive gamers, their whole life is dominated by the activity and may impact on their relationships and family life. However, this does not necessarily mean they are addicted to playing the games because the excessive game playing is clearly a by-product of the activity being their job. However, it could perhaps be argued that they are addicted to their work (and in this case, their work comprises video game playing).
Workaholics have been conceptualized in different ways. For instance, in a 2011 review I published in The Psychologist, I noted that workaholics are typically viewed as one (or a combination) of the following. They are (i) viewed as hyper-performers, (ii) work as a way of stopping themselves thinking about their emotional and personal lives, and (iii) are over concerned with their work and neglect other areas of their lives. Some of these may indeed be applied to competitive gamers (particularly the reference to ‘hyper-performers’ and the fact that other areas of their lives may be neglected in pursuit of their ultimate goal). Some authors note that there is a behavioural component and a psychological component to workaholism. The behavioural component comprises working excessively hard (i.e., a high number of hours per day and/or week), whereas the psychological (dispositional) component comprises being obsessed with work (i.e., working compulsively and being unable to detach from work). Again, these behavioural and psychological components could potentially be applied to competitive gamers.
I have also noted that there are those who differentiate between positive and negative forms of workaholism. For instance, some (like myself) view workaholism as both a negative and complex process that eventually affects the person’s ability to function properly. In contrast, others highlight the workaholics who are totally achievement oriented and have perfectionist and compulsive-dependent traits. Here, the competitive gamer might be viewed as a more positive form of workaholism. Research appears to indicate there are a number of central characteristics of workaholics. In short, they typically: (i) spend a great deal of time in work activities, (ii) are preoccupied with work even when they are not working, (iii) work beyond what is reasonably expected from them to meet their job requirements, and (iv) spend more time working because of an inner compulsion, rather than because of any external factors. Again, some or all of these characteristics could be applied to competitive gamers.
Furthermore, competitive gaming is not the sole means by which proficient gamers can financially support themselves. Researchers (such as Dr. Edward Castranova) studying the economics of synthetic worlds (e.g., digital gaming environments) have observed that gamers also procure income by marketing virtual objects in Massively Multiplayer Online Role-Playing Games (MMORPGs). These digital objects often include avatars, or characters controlled by players that interact with gaming environments and other players. Each avatar has unique physical attributes and skills that a player may select, purchase, and/or develop over many hours of game play (e.g., the gradual enhancement strength, speed, weapon-wielding abilities, etc.).
As noted above, competitive gamers are likely to play for extended periods of time and sacrifice other areas of their lives if they have the potential to make a living from gaming. This single-minded dedication may become a problem for some players because the goal of becoming a professional gamer is often unrealistic. There are currently no precise figures relating to the number of competitive game players, but anecdotal evidence suggests that few professional gamers generate sufficient income to support themselves financially. Although viability may change in the future, at present, the great majority of competitive gamers have little chance of becoming successful and financially independent professionals. For this reason (i.e., the motivation to become a professional), competitive gamers may be more susceptible to excessive use than the average video game player. Additionally, even successful professional gamers are likely to play for extended periods of time, as playing less than eight hours each day could mean that they are not practicing enough compared to other professional players. Those who work with (and treat) problematic video game players should keep this factor in mind (especially given that excessive video game use may increase as competitive gaming receives more bona fide recognition as a possible career choice).
Competitive gaming, as with video game playing more generally, has psychosocial advantages and disadvantages and is thus an important area to consider when evaluating gaming as a whole. It may be critical to include questions about competitive gaming (and context more generally) in measures evaluating the degree, extent, and “addictive” potential of video game use. Furthermore, it would appear essential for psychologists to inquire about competitive gaming in a clinical interview during which a client reports playing video games. If clients turn out to be competitive gamers, this will likely distinguish them in many ways from a person who simply plays video games excessively for fun and/or escape.
Various approaches and strategies could be used to stimulate research into competitive gaming. For example, studies could compare the abilities of professional or high-level competitive gamers with everyday or far less experienced gamers to better understand (a) similarities and contrasts in capacities, and (b) whether skills transfer to other domains. Another possibility is to utilize case studies of highly successful professional gamers. Such in-depth studies can generate descriptive information that can help in formulating hypotheses about potential differences between these individuals and non-competitive gamers and lead to better informed and more rigorous empirical investigations. How and why are some competitive gamers able to succeed while so many other players try and fail? Are some of these characteristics and skills (e.g., persistence and speed of mental processing) similar to those seen in professional athletes or others who are extremely successful in their occupations?
Competitive gaming may offer numerous benefits that could be more pronounced than the positive effects found when games are played casually. It may also be problematic, as competitive gamers might be more likely to sacrifice other areas of their lives if they believe they can become professional players. Most importantly, those researchers in the gaming studies field might keep in mind that competitive and professional gamers are a distinct population and may differ considerably (both psychologically and/or behaviorally) from casual gamers.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Kyle Faust and Joseph Meyer
Further reading
Andrews, G., & Murphy, K. (2006). Does video game playing improve executive functioning? In M. A. Vanchevsky (Ed.), Frontiers in: Cognitive psychology (pp. 145–161). Hauppauge, NY: Nova Science Publishers.
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129, 387–398.
Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago, IL: The University of Chicago Press.
Castronova, E., Williams, D., Shen, C., Ratan, R., Xiong, L., Huang, Y., & Keegan, B. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media and Society, 11, 685–707.
Cheshire, T. (2011, July 4). Career gamers: Inside the world of modern professional gaming. Wired. Retrieved from http://www.wired.co.uk/magazine/archive/2011/07/features/career-gamers?page=all
Faust, K., Meyer, J. & Griffiths, M.D. (2013). Competitive gaming: The potential benefits of scientific study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-76.
Goodale, G. (2003, August 8). Are video games a sport? They may not break a sweat, but these competitors say they are tomorrow’s athletes. The Christian Science Monitor. Retrieved from http://www.csmonitor.com/2003/0808/p13s01-alsp.html
Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119–125.
Griffiths, M.D. (2011). Workaholism: A 21st century addiction. The Psychologist: Bulletin of the British Psychological Society, 24, 740-744.
Hong, J-C, & Liu, M-C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, 245–258.
Hutchins, B. (2008). Signs of meta-change in second modernity: The growth of e-sport and the World Cyber Games. New Media Society, 10, 851–869.
King, D., Delfabbro, P., & Griffiths, M. (2009). The psychological study of video game players: Methodological challenges and practical advice. International Journal of Mental Health Addiction, 7, 555-562.
Lee, Y-H, & Lin, H. (2011). ‘Gaming is my work’: Identity work in internet-hobbyist game workers. Work Employment Society, 25, 451–467.
Reeves, S., Brown, B., & Laurier, E. (2009). Experts at play: Understanding skilled expertise. Games and Culture, 4, 205–227.
Geek or chic? A brief look at video gamer stereotypes
Regular readers of my blog will know that I have spent well over two decades carrying out research into various aspects of video gaming. Online video gaming has become an increasingly popular activity amongst teenagers and adults alike. For numerous reasons, perhaps in part because of its rapid growth, online gaming is also an activity that has become highly stereotyped. That is, it is an activity that has come to be associated in popular culture with a highly specific, caricatured and also negative image. This image is reflected in numerous television shows, print media, news reports, current affairs programs and other sources of popular culture. As Dr. D Williams and his colleagues noted in a 2008 issue of the Journal of Computer-Mediated Communication Monographs:
“Game players are stereotypically male and young, pale from too much time spent indoors and socially inept. As a new generation of isolated and lonely ‘couch potatoes,’ young male game players are far from aspirational figures”.
Understanding the formation of stereotypes about this group and how they are internalised may help us understand society’s attitudes towards this activity and how its participants are positioned within the status hierarchy. Where the stereotype of the pale teenage gamer came from and whether there is any truth to it are clearly important and interesting questions. Our recent research concerns the extent to which this social stereotype has been transformed into a cognitive stereotype, what form this cognitive stereotype takes, and what this can tell us about society’s attitude toward gaming as an emerging form of social or asocial activity.
Within popular culture, a clear characterisation of online gamers has emerged. Frequently caricatured, this ‘stereotype’ has been disseminated throughout the print media, as well as television and web based programs. One poignant example comes from the popular U.S. animated series South Park. In an episode devoted to the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft, the stereotypical gamer was portrayed as overweight, lazy, isolated, and aggressive. Additionally, the four main characters of the series became increasingly overweight, lazy, and developed acne as their immersion into the game deepened. One of the main characters (Penny) in the U.S. television series The Big Bang Theory also conforms to stereotypic expectations as she becomes obsessive, reclusive and unkempt upon playing a fantasy-based online game.
The highly successful web series, The Guild, took a more comical approach as they followed a group of online gamers who decide to meet each other in the offline world after many months of regular online interaction. In the opening scene of the first episode, the main character is told by her therapist that her online friends do not constitute a genuine support system, and that immersion in an imaginary social environment is stunting her personal growth. Within the first few minutes of this episode, themes of obsession, addiction, reclusiveness, and loneliness arise.
The stereotypical portrayal of an online gamer has also taken more serious forms. In an episode of Law and Order: SVU, a popular U.S. television series, two individuals are arrested and accused of neglecting their child due to their immersion in an online gaming world. In addition to the depiction of the more physical aspects of the stereotype (both suspects are overweight and have poor personal hygiene), the obsessive and addictive qualities of online gaming are implicated in a much more serious context of child neglect.
The problematic and addictive nature of video games is often highlighted by the news media, and a variety of internet websites, magazine articles, and news articles dispense advice for individuals with problematic playing behaviours. Taken together, these media portrayals, news reports, and internet articles present a consistent and negative image of online gaming and its participants. Online gaming is presented as a dangerous activity that may lead to social withdrawal, physical and mental ill health, and even suicide. These concerns are reflected in stereotypical portrayals of online gamers as socially anxious and incompetent, mentally stunted and withdrawn, and physically unhealthy (e.g., overweight, pale). The origins of this stereotypical image are unknown. It may be an extension of pre-existing stereotypes about similar activities (e.g., the violent film or video game and aggression hypothesis), a subtype of a broader ‘nerd’ stereotype, or a general cynicism about a new and rapidly spreading form of social activity and interaction. The social, psychological and historical factors that led to this stereotype are clearly interesting and worth exploring.
The occurrences of the cultural stereotype described are largely examples of the stereotype of an MMORPG player, rather than online gamers more generally. MMORPG players appear to be the prototype of online gamers, as caricatured by numerous television and web-based programs. In a study published in the Bulletin of Science, Technology and Society, Dr. Rachel Kowert, Dr. Julian Oldmeadow and myself collected some data on video gamer stereotypes. We asked our participants (both gamers and non-gamers) to indicate what most other people think online gamers are like. To the extent that stereotypical portrayals of online gaming and gamers have given rise to shared trait associations, there should be strong agreement across both gamers and non-gamers with regards to how gamers are perceived by others in general. A further aim of our study was to examine the extent to which these trait associations about gamers have been internalised as personal beliefs. A total of 342 participants completed our online survey in which they rated how applicable each of a list of traits was to the group of online gamers. Ratings were made for both personal beliefs (how participants themselves see gamers) and stereotypical beliefs (how most others see gamers). While these beliefs were highly consensual as stereotypes, personal beliefs varied suggesting that the cultural portrayal of online gamers is beginning to shift into cognitive associations.
Participants were asked to evaluate the list of adjectives and rate each one in terms of how applicable they believed the trait to be of online gamers. Responses were given on a 7-point Likert-type scale, ranging from 1 (“not at all applicable”) to 7 (“very applicable”). Participants were first asked questions relating to basic demographic information, as well as information about their online gaming habits (which games they play or had played, frequency of play, and whether they consider themselves a gamer). They were then asked to rate each of the 30 adjectives according to how they personally perceived online gamers (stereotype endorsement), and how they thought other people perceive online gamers (stereotype). The tasks were presented in this order to maximise the independence between personal and stereotypical ratings.
Even though online gamers are a relatively new social category within society, our results demonstrated that a collective stereotype about this population has emerged. All our participants showed an awareness of a shared stereotype that is in accordance with the anecdotal characterisations commonly portrayed by popular media. Stereotype ratings were consistent across gamers and non-gamers, suggesting that these beliefs are widely shared within society. Based on the results of this study, we concluded that the current stereotype of online gamers is largely negative, based on the traits of popularity, attractiveness, idleness, and social competence. Online gamers were stereotypically viewed as unpopular, unattractive, idle, and socially incompetent, a characterisation that seems to match common stereotypical portrayals in the media, television, and internet articles.
As this investigation was largely exploratory, care needs to be taken in interpreting the results and further research is needed to confirm the factors that emerged here. For instance, it is uncertain if the results found here are reflective of the generalized stereotype of gamers (including online gamers more generally) or the popularized prototype of the MMORPG gamer. While some have found that MMORPG gamers are viewed more negatively than the generalized construct of the online gamer, future research is needed to further examine the general stereotype in relation to the subgroups contained within it. This will hopefully provide clarification into the stereotypical differences amongst the broad categorization of online gamers as compared to more specific subgroups, such as MMORPG gamers or casual online gamers (e.g., individuals who play online games that require no major time commitment or special set of skills to complete, such as the highly popular Zynga game, Farmville). Future research may provide further insight into the progression of the shared beliefs about online gamers ‘out there’ developing into internalised cognitive associations ‘in here’. Somewhat fortuitously, the stereotype of online gamers is still undergoing formation within society, providing researchers with the unique opportunity to study this characterisation as it continues to evolve.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Dr. Rachel Kowert and Dr. Julian Oldmeadow
Further reading
Cole, H., & Griffiths, M. (2007). Social Interactions in Massively Multiplayer Online Role-Playing Games. CyberPsychology and Behavior, 10(4), 575 – 583.
Griffiths, M., Davies, M., & Chappell, D. (2003). Breaking the stereotype: the case of online gaming. CyberPsychology and Behavior, 6(1), 81 – 91.
Kowert, R., Griffiths, M.D. & Oldmeadow, J. (2012). Geek or Chic? Emerging stereotypes of online gamers. Bulletin of Science, Technology and Society, 32, 371-379.
Kowert, R., & Oldmeadow, J. (2012). The stereotype of online gamers: new characterization or recycled prototype. Paper presented at the Nordic DiGRA, Tampere, Finland.
Lucas, K., & Sherry, J. (2004). Sex differences in video game play: a communication-based explanation. Communication Research, 31(5), 499 – 523.
Ogletree, S., & Drake, R. (2007). College students’ video game participation and perceptions: gender differences and implications. Sex Roles, 56, 537 – 542.
Williams, D., Yee, N., & Caplan, S. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication Monographs, 13(4), 993 – 1018.
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively-multi-user online graphical environments. Teleoperators and Virtual Environments, 15(3), 309 – 329
