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Age and Gender
Occupational Categories
Marital Status
Do You Have Children?
Annual Household Income
Hours of Play-Time Per Week
Playing EQ with a Romantic Partner
Playing EQ with a Family Member
Experience with Traditional Role-Playing Games


Age and Gender

The average age of EverQuest players is 25.6 (N=1240). Female players are significantly older than male players (T[1079]=-4.96, Mmale(918)=25.2, Mfemale(163)=29.0, p<.001). Data from another study (Oswalt 2000 ) showed that EQ players are significantly older (F[2,226] = 20.98, p<. 01) than Quake or Starcraft players (Tukey HSD, p<.01 for both).

About 84% of EQ players are male, while 16% are female (N=1240).



Occupational Categories

About a third (30%, N=1099) of EQ players are students, but of those who are working, 36% are working in Technology related areas.


Marital Status

About a third (32.3%, N=2473) of EQ players are single and not dating. About another third are single but dating (29.0%). The final third (36.7%) are either engaged, married or separated. Among players who are single, male players are significantly more likely than female players to not be in a romantic relationship (%male(2078)=36.4, %female(370)=13.5, p<.001). Female players are significantly more likely than male players to be either engaged, married or separated (%male(2078)=33.1%, %female(370)=60.3, p<.001)


Do you have children?

 About one-fifth (19.1%, N=2475) of EQ players have children.

Annual Household Income

About a quarter (27.6%, N=2525) of EQ players have an annual household income below $30,000. About another quarter (24.1%) have an annual household income between $30,000-$49,999. Another quarter (20.4%) of EQ players have an annual household income between $50,000-74,999. And about another quarter (27.8%) have an annual household income above $75,000.


Hours of Play-Time Per Week

EQ players spend on average about 22.4 hours per week playing the game (N=1216).

It was previously reported that female players spend significantly more time playing EQ per week than male players. A larger sample in a more recent phase did not show this effect. The overall average did not change, but the female average did.

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Players who score in the top quartile of Neuroticism play significantly more hours per week than those who score on the bottom quartile (T[513]=-2.69, Mbottom(259)=20.1, Mtop(256)=23.4, p=.007). Players who score on the bottom quartile of Openness play significantly more hours per week than those who score on the top quartile (T[516]=2.36, Mbottom(264)=23.6, Mtop(324)=20.9, p=.01).

Data from Oswalt's study also shows that EQ players spend significantly more time playing EverQuest (F[2,222] = 24.02, p<.001) than Quake or Starcraft players spend playing Quake and Starcraft respectively (Tukey HSD, p< .01 for both).



Playing EQ with a romantic partner

25% (N=1094) of EQ players play the game with a romantic partner. There is a significant gender difference. 69.5% of female players play the game with a romantic partner, while only 16.4% of male players do (p<.001). A chapter that focuses on playing EQ with a romantic partner can be found here.


Playing EQ with a family member

About 8.1% (N=898) of EQ players play EQ with a parent or child, and about 15.9% (N=898) play EQ with a sibling. A chapter that focuses on playing EQ with a parent or child can be found here.


Experience with Traditional Role-Playing Games

About two thirds of EQ players (66.7%, N=896) have previous experience with traditional table-top role-playing games, such as AD&D. Male players are significantly more likely to have had previous experience with traditional RPG's (%male(729)=69.8, %female(158)=53.2, p<.001).