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Pratchett, R. (2005). Gamers in the uk: Digital play, digital lifestyles. Retrieved January 26, 2006, from http://crystaltips.type ... games_research_2005.pdf 
Added by: sirfragalot (01/26/2006 01:44:06 PM)   
Resource type: Web Article
BibTeX citation key: Pratchett2005
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Categories: General
Creators: Pratchett
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Abstract
"With consumption growing at a steady rate, today s digital games are being recognised as a powerful and unique entertainment force. But just how important have games become to the players themselves? What value do they place on them in their lives compared to other entertainment forms? What is popular, and why?

In Summer 2005 the BBC's Audience Research department undertook a research study on behalf of the New Media and Technology division amongst people between the ages of 6-65 (grouped into six sections: 6-10, 11-15, 16-24, 25-35, 36-50 and 51-65 years old). As well as surveying just under three and a half thousand people across the UK, we also commissioned qualitative research from fourteen mini-groups of gamers from the first four age groups (in Leeds and London). The results give us a light-touch window into the gaming life of UK residents today.

In the context of a multi-platform Digital Britain, we wanted to know what the British public thinks of games and the gaming experiences across the various different platforms capable of delivering digital entertainment, and how they fit the gaming experiences in with their other media activities. Specifically, we wanted to know:

  • How many people are playing games in the UK?
  • How, where, when and why they play games?
  • When is the family television used as a monitor for a console?
  • The context in which gaming plays a role in people s lives?
  • Do people play games in isolation, or in a social situation?
  • How does the public s relationship with radio, television and mobile devices affect the games they play?
  • What value do people place on the time spent playing?"

Added by: sirfragalot  Last edited by: sirfragalot
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