Gamers are more social, successful than non-gamers – study

starlight777

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Sep 12, 2013
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Gamers are more social, successful than non-gamers – study
http://www.gmanetwork.com/news/stor...-more-social-successful-than-non-gamers-study


Still think video gamers are withdrawn loners or given to violence? Think again: a new study suggests otherwise.

The study commissioned by gameplay streaming site Twitch said the findings are "in stark contrast" to the stereotypes many people have had about gamers.

"So we set out to get to the truth. What did we find out? Gamers, as a group, are more social, successful, educated, socially conscious, and family oriented than their non-gamer counterparts. This is a statistically rigorous demographic study by some very smart folks, and it makes for good reading," Twitch said on its blog.

The study noted that:

  • 63% of Americans have played a game on a console, PC or mobile device in the past 60 days.
  • Gamers are split fairly evenly by gender, with 52% male and 48% female.
  • Gamers lead more social lives than non-gamers, with 57% saying friends are the most important thing in their lives compared to 35% of non-gamers.
  • 82% of gamers say spending time with family is a top priority, compared to 68% of non-gamers.
  • Gamers are more likely to hold a college degree or higher (43% vs. 36%). The same is also true for gamers’ parents (52% vs. 37%).
  • Gamers are more optimistic and confident about their abilities and prospects for future success. 67% of gamers feel “very positive” or “positive” in this regard, only 42% of non-gamers say the same.
  • Natural leaders: 61% of gamers say they are natural leaders, compared to 35% of non-gamers.
  • More creative: 65% of gamers say they are more creative, compared to 43% of non-gamers.
  • More conventionally successful: Gamers are more likely to be employed than non-gamers (42% vs 39%), and are more likely to say they are working in the career they want to be in (45% vs 37%)
  • More socially conscious: 76% of gamers say they feel having a positive impact on society is important, compared to 55% of non-gamers.

Positive turn

The study also showed perceptions about games’ effects have "taken a positive turn."

"Educational games are increasingly being integrated into formal institutions like school and work as instructors and managers use them to engage students and hone the development of new skills," it said.

On the other hand, it said senior centers and retirement homes are turning to devices like Nintendo's Wii "to keep aging players active and their minds sharp."

Media change

The study also showed gamers are at the forefront of media change, "using the latest technology to consume content and connect to their peers."

It showed 59% of gamers watch more livestreaming content compared to last year while only 21% of non-gamers do so.

About 36% of gamers would watch a program through livestreaming than conventional TV, compared to 18% of non-gamers who would do so.

Meanwhile, Twitch noted a "rapidly changing" entertainment preference, where Twitch gained 45 million monthly users and one million active streamers in three years.

"For most players, gaming is a positive force in their lives... and it’s time that perceptions of gamers moved past tired stereotypes and were recalibrated to reflect this much richer reality," it said.
 
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"So we set out to get to the truth. What did we find out? Gamers, as a group, are more social, successful, educated, socially conscious, and family oriented than their non-gamer counterparts. This is a statistically rigorous demographic study by some very smart folks, and it makes for good reading," Twitch said on its blog.
 
The problem is lumping mobile games in ruins the study. My wife will fire up Candy Crush now and again, but I would in no way ever consider her a "gamer".
 
If they really want to test this theory, see how gamers hook up during a convention. I dream of a Eyes Wide Shut style gamer orgy one of these days myself.
 
The problem is lumping mobile games in ruins the study. My wife will fire up Candy Crush now and again, but I would in no way ever consider her a "gamer".


I'm not totally sure they are lumping them in as "gamers". Admittedly, I haven't read the whole paper, but it looks like they do make a distinction.

Non-gamers, on the other hand,
tend to use traditional, more
passive outlets. Unsurprisingly,
gamers are far more likely to use
gaming consoles than non-gamers
(68% vs. 12%). But this gap also
extends to other forms of recent
technology, including tablets,
smartphones, and Internet-capable
devices for streaming content to
their TV.
Gamers are far more likely to use
these gadgets regularly—regardless
of location. In almost every
instance, gamers are three times
more likely to use their devices
when outside their household than
non-gamers.

It looks like they make a distinction between gamers that play games....versus non gamers that also play games.
 
Disregard my post....I saw where they mentioned candy crush.
 
That's good news. It goes against the stereotype. I figured that gamers are pretty much equal in terms of sociability and material success, but it's nice to see a study that says they actually exceed the general population. I don't have time to read it carefully right now, but I'll come back to do that later.
 
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You know what is most disturbing about this, is that these are the same people shouting racist, homophobic, sexist, derogatory nonsense. These are the same people who quit when they do not get what they want. These are the same people who will cheat just to climb a place on a leaderboard.

Disturbing, yes :eek:
 
They mention Candy Crush? Then yeah, this can't be taken seriously. That could include just about any college girl.
 
They don't want anyone to know this. Gaming in moderate healthy doses is great for everyone. Instead the media only mentions it after a shooting.