Gaming classifications and player demographics

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

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.
Original languageEnglish
Title of host publicationOxford Handbook of Cyberpsychology
EditorsAlison Attrill-Smith, Chris Fullwood , Melanie Keep, Daria Kuss
Pages609-623
Publication statusPublished - 31 May 2019

Publication series

NameOxford University Press

Keywords

  • cyberpsychology
  • online behavior
  • Internet
  • Internet psychology,
  • online interactions

Fingerprint Dive into the research topics of 'Gaming classifications and player demographics'. Together they form a unique fingerprint.

  • Cite this

    KAYE, LINDA. (2019). Gaming classifications and player demographics. In A. Attrill-Smith, C. Fullwood , M. Keep, & D. Kuss (Eds.), Oxford Handbook of Cyberpsychology (pp. 609-623). (Oxford University Press). https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780198812746.001.0001/oxfordhb-9780198812746