Discovering the influence of socioeconomic factors on online game behaviors

Min Zhan, Y. Dora Cai, Dahai Guo

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

With the rapid growth of popularity of online games in recent years, research has increased the knowledge about game playing behaviors and some demographic correlates, such as age and gender. Contributing to this line of research, we further examined the associations of socioeconomic factors (education, employment, income, and poverty status) and demographic characteristics (age, gender, and race/ethnicity) with online gaming behaviors (player count, total game sessions, total actions taken, and maximum level reached). We focused on one form of online games, Massively Multiplayer Online Games (MMOGs), which has received much attention recently. Analyses were conducted by extracting and linking the related data from the EverQuest II game logs, a popular form of MMOGs, and the summarized U.S. Census data for the zip-code areas of players from the state of Illinois (n=495). This study was performed on Gordon, a supercomputer hosted at San Diego Supercomputer center. Results from multiple regression analyses indicated positive associations between education rate (Bachelor's degree or above) and employment rate (for 16 years or older) at the zip-code level with game playing behaviors. The impact of median income on gaming behaviors appeared to operate through education and employment. Although male players outnumbered female players, female players tended to play more games sessions and take more actions. Results also indicated that a higher percentage of white population in a geography area seemed to be negatively related to game playing activities. These study findings provides valuable information and highlight the importance of further research and theoretical development in this area.

Original languageEnglish (US)
Title of host publicationProceedings of the XSEDE 2015 Conference
Subtitle of host publicationScientific Advancements Enabled by Enhanced Cyberinfrastructure
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450337205
DOIs
StatePublished - Jul 26 2015
Event4th Annual Conference on Extreme Science and Engineering Discovery Environment, XSEDE 2015 - St. Louis, United States
Duration: Jul 26 2015Jul 30 2015

Publication series

NameACM International Conference Proceeding Series
Volume2015-July

Other

Other4th Annual Conference on Extreme Science and Engineering Discovery Environment, XSEDE 2015
CountryUnited States
CitySt. Louis
Period7/26/157/30/15

Fingerprint

Supercomputers
Education

Keywords

  • Game behaviors
  • MMOGs
  • Online games
  • Socioeconomic factors

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

Cite this

Zhan, M., Cai, Y. D., & Guo, D. (2015). Discovering the influence of socioeconomic factors on online game behaviors. In Proceedings of the XSEDE 2015 Conference: Scientific Advancements Enabled by Enhanced Cyberinfrastructure [a7] (ACM International Conference Proceeding Series; Vol. 2015-July). Association for Computing Machinery. https://doi.org/10.1145/2792745.2792752

Discovering the influence of socioeconomic factors on online game behaviors. / Zhan, Min; Cai, Y. Dora; Guo, Dahai.

Proceedings of the XSEDE 2015 Conference: Scientific Advancements Enabled by Enhanced Cyberinfrastructure. Association for Computing Machinery, 2015. a7 (ACM International Conference Proceeding Series; Vol. 2015-July).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Zhan, M, Cai, YD & Guo, D 2015, Discovering the influence of socioeconomic factors on online game behaviors. in Proceedings of the XSEDE 2015 Conference: Scientific Advancements Enabled by Enhanced Cyberinfrastructure., a7, ACM International Conference Proceeding Series, vol. 2015-July, Association for Computing Machinery, 4th Annual Conference on Extreme Science and Engineering Discovery Environment, XSEDE 2015, St. Louis, United States, 7/26/15. https://doi.org/10.1145/2792745.2792752
Zhan M, Cai YD, Guo D. Discovering the influence of socioeconomic factors on online game behaviors. In Proceedings of the XSEDE 2015 Conference: Scientific Advancements Enabled by Enhanced Cyberinfrastructure. Association for Computing Machinery. 2015. a7. (ACM International Conference Proceeding Series). https://doi.org/10.1145/2792745.2792752
Zhan, Min ; Cai, Y. Dora ; Guo, Dahai. / Discovering the influence of socioeconomic factors on online game behaviors. Proceedings of the XSEDE 2015 Conference: Scientific Advancements Enabled by Enhanced Cyberinfrastructure. Association for Computing Machinery, 2015. (ACM International Conference Proceeding Series).
@inproceedings{d49b84d1cc2e4cb7bd03669a1104c700,
title = "Discovering the influence of socioeconomic factors on online game behaviors",
abstract = "With the rapid growth of popularity of online games in recent years, research has increased the knowledge about game playing behaviors and some demographic correlates, such as age and gender. Contributing to this line of research, we further examined the associations of socioeconomic factors (education, employment, income, and poverty status) and demographic characteristics (age, gender, and race/ethnicity) with online gaming behaviors (player count, total game sessions, total actions taken, and maximum level reached). We focused on one form of online games, Massively Multiplayer Online Games (MMOGs), which has received much attention recently. Analyses were conducted by extracting and linking the related data from the EverQuest II game logs, a popular form of MMOGs, and the summarized U.S. Census data for the zip-code areas of players from the state of Illinois (n=495). This study was performed on Gordon, a supercomputer hosted at San Diego Supercomputer center. Results from multiple regression analyses indicated positive associations between education rate (Bachelor's degree or above) and employment rate (for 16 years or older) at the zip-code level with game playing behaviors. The impact of median income on gaming behaviors appeared to operate through education and employment. Although male players outnumbered female players, female players tended to play more games sessions and take more actions. Results also indicated that a higher percentage of white population in a geography area seemed to be negatively related to game playing activities. These study findings provides valuable information and highlight the importance of further research and theoretical development in this area.",
keywords = "Game behaviors, MMOGs, Online games, Socioeconomic factors",
author = "Min Zhan and Cai, {Y. Dora} and Dahai Guo",
year = "2015",
month = "7",
day = "26",
doi = "10.1145/2792745.2792752",
language = "English (US)",
series = "ACM International Conference Proceeding Series",
publisher = "Association for Computing Machinery",
booktitle = "Proceedings of the XSEDE 2015 Conference",

}

TY - GEN

T1 - Discovering the influence of socioeconomic factors on online game behaviors

AU - Zhan, Min

AU - Cai, Y. Dora

AU - Guo, Dahai

PY - 2015/7/26

Y1 - 2015/7/26

N2 - With the rapid growth of popularity of online games in recent years, research has increased the knowledge about game playing behaviors and some demographic correlates, such as age and gender. Contributing to this line of research, we further examined the associations of socioeconomic factors (education, employment, income, and poverty status) and demographic characteristics (age, gender, and race/ethnicity) with online gaming behaviors (player count, total game sessions, total actions taken, and maximum level reached). We focused on one form of online games, Massively Multiplayer Online Games (MMOGs), which has received much attention recently. Analyses were conducted by extracting and linking the related data from the EverQuest II game logs, a popular form of MMOGs, and the summarized U.S. Census data for the zip-code areas of players from the state of Illinois (n=495). This study was performed on Gordon, a supercomputer hosted at San Diego Supercomputer center. Results from multiple regression analyses indicated positive associations between education rate (Bachelor's degree or above) and employment rate (for 16 years or older) at the zip-code level with game playing behaviors. The impact of median income on gaming behaviors appeared to operate through education and employment. Although male players outnumbered female players, female players tended to play more games sessions and take more actions. Results also indicated that a higher percentage of white population in a geography area seemed to be negatively related to game playing activities. These study findings provides valuable information and highlight the importance of further research and theoretical development in this area.

AB - With the rapid growth of popularity of online games in recent years, research has increased the knowledge about game playing behaviors and some demographic correlates, such as age and gender. Contributing to this line of research, we further examined the associations of socioeconomic factors (education, employment, income, and poverty status) and demographic characteristics (age, gender, and race/ethnicity) with online gaming behaviors (player count, total game sessions, total actions taken, and maximum level reached). We focused on one form of online games, Massively Multiplayer Online Games (MMOGs), which has received much attention recently. Analyses were conducted by extracting and linking the related data from the EverQuest II game logs, a popular form of MMOGs, and the summarized U.S. Census data for the zip-code areas of players from the state of Illinois (n=495). This study was performed on Gordon, a supercomputer hosted at San Diego Supercomputer center. Results from multiple regression analyses indicated positive associations between education rate (Bachelor's degree or above) and employment rate (for 16 years or older) at the zip-code level with game playing behaviors. The impact of median income on gaming behaviors appeared to operate through education and employment. Although male players outnumbered female players, female players tended to play more games sessions and take more actions. Results also indicated that a higher percentage of white population in a geography area seemed to be negatively related to game playing activities. These study findings provides valuable information and highlight the importance of further research and theoretical development in this area.

KW - Game behaviors

KW - MMOGs

KW - Online games

KW - Socioeconomic factors

UR - http://www.scopus.com/inward/record.url?scp=84942787167&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84942787167&partnerID=8YFLogxK

U2 - 10.1145/2792745.2792752

DO - 10.1145/2792745.2792752

M3 - Conference contribution

T3 - ACM International Conference Proceeding Series

BT - Proceedings of the XSEDE 2015 Conference

PB - Association for Computing Machinery

ER -