Polish gamers research 2014
A social, hunched over a computer screen always wearing the same worn-out sweater and glasses so thick they would take no damage from a sniper’s shot if we were to ask a random passer-by how he pictures a typical gamer, this is probably the reply we would get. But just as video games the fastest-growing branch of the entertainment industry evolved from a pastime for youngers and immature adults to a fully-fledged element of culture, oftentimes labelled as art, so did the stereotype of a gamer.
But even if this pictures is more accurate now than, say, a decade ago, it is still a daunting task to create a faithful gamer profile that might be useful for developers and publisher.
The study on the phenomenon of video games in Poland was undertaken by Krakow Technology Park with close cooperation from Gry-Online S.A. and Grupa Onet.pl S.A. Objective of the study was to provide detailed information about gamers who are Internet users aged 15–55 and play games on one of the following platforms: games installed on computer, games in web browser, games on video gaming consoles, games on mobile devices – smartphones and tablets.
Between 10-17 April 2014, with the help of Interaktywny Instytut Badań Rynkowych (IIBR), using questionnaires (RTS method) Internet users, were surveyed. The qualitative study was preceded by a quantitative study carried out by Zymetria company.
The sample consisted of 3383 Internet users aged 15-55. Then, a subgroup was singled out, encompassing 1500 individuals who play games on at least one of the following platforms: computers, web browsers, smartphones, tablets or consoles. The research took into consideration such social-demographic variables as: gender, age, place of residence, education financial status, and employment.
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