This chapter outlines player demographics associated with digital games through the lens that gaming can comprise four key facets: function, content, platform and context. This is important because otherwise, if gaming is considered as a generic entity, this fails to account for specific nuances which makes it difficult to establish a valid account of player demographics. As such, this chapter provides an account of player demographics and how this may vary as a product of these different facets, as well as highlighting the issues and challenges associated with this endeavour. Further, a conceptual model is presented which underpins these issues, whereby these facets of gaming may be determined by gaming domains and play formats.
|Title of host publication||Oxford Handbook of Cyberpsychology|
|Editors||Alison Attrill-Smith, Chris Fullwood , Melanie Keep, Daria Kuss|
|Publication status||Published - 31 May 2019|
|Name||Oxford University Press|
- online behavior
- Internet psychology,
- online interactions