16th March 2010  The Edge

The Changing Demographics of the Online Gaming World

25th November 2006
Anthony Smith

Since the mid 90’s and the release of Meridian 59, commonly accepted as the first commercial online game, the online gaming world has changed and expanded rapidly. From a base point of only hundreds of users, today millions immerse themselves in the online worlds of MMOG’s (massively multiplayer online games) , creating and leading their characters to successes and failures in fantasy worlds.

So what has made these games so popular and how in recent years has the demographic of players changed?

Experts in the field have cited the success of the MMOG’s to the virtual element of the games. Allowing players to create and build their character how they wish, you are able to escape the real world and replace it with a fantasy. Interacting with thousands of other individuals from across the world, this escapism removes many of the stresses and strains of everyday life and allows you to adventure with a new found set of friends. In a survey run by the Daedalus Project making friends came top of the list of reasons why players played online games. Other factors included the achievement of goals, venting of stress and the key skills which are learnt from playing games (such as team work and leadership) which has sparked debate on the educational and social value of the online environment.

All of these factors has led to the rapid rise in popularity of the online genre of games. Yet despite a common misconception that these games are played by a select socially inept audience, research has shown that the demographic is in fact much wider. In an article by the New York Times, a chief technology officer for an apparel company argued that playing games held more esteem than mindless activities such as watching television. His argument is becoming commonly adopted by many others who believe that they can achieve activities previously prevented to them due to busy schedules, in particular making new bonds on a daily basis. Research has shown those who play these online games replace it with activities such as the television and get a sense of pleasure and achievement from their activities. All of these factors have contributed to the number of players from backgrounds previously believed not to be the gaming type to join the online gaming world. Far from being a genre for the common ‘nerd’, online games are becoming more common among a variety of sections in society.

This trend seems set to continue. With the improvement of technology, online games will continue to increase in popularity. Playing online games seems, at least according to its player base, to hold a social value and with it becoming ever more accessible this may mark the replacement of previously ‘mindless experiences’ such as watching television with a fantasy world where the possibilities seem endless.



computers,game,online,demographic,mmog


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