The average gamer: not who we may think
When most people think about gaming, they conjure up images of boys and young men, wasting hours in front of a computer playing the latest violent battles either from a purchased game or online with other gamers. In Sweden last year, the Youth Care Foundation published a report which dubbed World of Warcraft “the cocaine of the computer games world” and were bombarded with calls from around the world from people who thought they or someone they knew might be addicted. “Generally we’re talking about boys and young men who end up playing games so much that other aspects of their lives like family, work, school, relationships all fall by the wayside,” they center is quoted as saying.
But it turns out that boys and young men are not the only ones hooked on gaming. In fact, a new study conducted in January by PopCap — creator of popular social games such as Bejeweled and Insaniquarium – found that the average player of online social games is a 43 year old woman. Most of these social gamers are working full time, and many of them are married with children. The stated appeal of this activity is fun and excitement (53%), stress relief (45%) competitive spirit (45%), and some of the gamers acknowledged that other activities, such as reading, watching TV, doing hobbies and exercising had declined as a result, as they are typically gaming several times per week.
The economic impact of this activity has been tremendous: a new report released Thursday estimates Zynga Inc., the San Francisco company that makes popular social media games like FarmVille, Mafia Wars and FishVille, is worth between $2.8 billion and $3.3 billion. Zynga has more than 230 million monthly users on Facebook alone.
However, while the economic impact may not be in question, the question does remain what the social, emotional, and psychological impact may be on so many women choosing to spend their time social gaming instead of doing other things.
Samantha Smithstein, Psy.D.
