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Updated: Aug 25, 2026

Transcranial Direct Current Stimulation for Online Gamers
Published on: November 9, 2019
Online computer gaming: a comparison of adolescent and adult gamers
M D Griffiths1, Mark N O Davies, Darren Chappell
1Psychology Division, Nottingham Trent University, Burton Street, Nottingham NG1 4BU, UK. mark.griffiths@ntu.ac.uk
Abstract:
Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.
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