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Table 1 Relationship Between Participants Gamer Typologies and their Gaming Behavior

From: Relationship between gamer profiles, gaming behavior, sociodemographic characteristics, and big five personality traits among French law students

Game preferences

Gamer typologies

Total (n/%)

 

Mastermind

n = 339

Seeker

n = 171

Conqueror

n = 97

Daredevil

n = 73

Achiever

n = 73

753 (100%)

Player types

(X2 = 45.55, df = 8, p < .001, CV = 0.24)

      

 Game averse

36 (10.6%)a

12 (7.0%)a

8 (8.2%)a

7 (9.6%)a

21 (28.8%)a

84 (11%)

 Occasional player

204 (61.0%)a

79 (46.2%)a

60 (61.9%)a,b

36 (49.3%)a

37 (50.7%)a

416 (55%)

 Die-hard player

99 (29.4%)a

80 (46.8%)a,b

29 (29.9%)a

30(41.1%)a

15 (20.5%)a

253 (34%)

Gaming frequency

(X2 = 35.79, df = 8, p <. 001, CV = 0.21)

      

 Rare

88 (26.0%)a,

34 (19.9%)a

25 (25.8%)a,

11 (15.1%)a

27 (37.0%)a

185 (25%)

 Occasional

155 (45.7%)b

57 (33.3%)a

47 (48.5%)a

32 (43.8%)a

34 (46.6%)a

325 (43%)

 Frequent

96 (28.3%)c

80 (46.8%)a

25 (25.8%)a

30 (41.1%)a

12 (16.4%)a

243 (32%)

Game testes

(X2 = 16.96, df = 8, p = .031, CV = 0.15)

      

 Digital games

38 (12.1%)a

36 (21.8%)a

15 (16.7%)a,

14 (20.3%)a

9 (15.3%)a

112 (16%)

 Real life games

98 (31.2%)a

30 (18.2%)a

19 (21.1%)b

18 (26.1%)a

19 (32.2%)a

184 (26%)

 Both

178 (56.7%)a

99 (60.0%)a

56 (62.2%)c

37 (53.6%)a

31 (52.5%)a

401 (58%)

Game device used

(X2 = 6.80, df = 8, p = .558, CV = 0.070)

      

 Smartphone or tablet

3 (1.0%)a

3 (1.8%)a

2 (2.2%)a

0 (0,0%)a

0 (0.0%)a

8 (1%)

 Computer or console

70 (22.3%)b

34 (20.6%)b

14 (15.6%)a

12 (17,4%)a

16 (27.1%)a

146 (21%)

 Both

241 (76.8%)c

128 (77.6%)c

74 (82,2%)a

57 (82.6%)a

43 (72.9%)a

543 (78%)

Social play behavior

X2 = 19.22, df = 12, p = .083, CV = 0.09

      

 Alone

14 (4.4%)a

6 (3.5%)a

12 (12.5%)a

6 (8.2%)a

4(5.6%)a

42 (6%)

 In cooperation with others

52 (16.2%)b

22 (12.9%)a

17 (17.7%)a

18 (24.7%)a

13 (18.3%)b

122 (17%)

 In competition with others

63 (19.6%)c

32 (18.8%)a

15 (15.6%)a

14 (19,2%)a

15 (21.1%)c

139 (19%)

 No preferences

192 (59.8%)d

110 (64.7%)a

52(54.2%)a

35 (47.9%)a

39 (54.9%)d

428 (58%)

Game scenario

X2 = 40.16, df = 8, p < .001, CV = 17

      

 Prefers without scenario

57 (17.7%)a

14 (8.2%)a

10 (10.3%)a

12 (16.4%)a

23 (31.9%)a

116 (16%)

 Indifferent

10 (3.1%)b

12 (7.0%)a

0 (7.0%)a

0 (0.0%)b

0 (0.0%)a

22 (3%)

 Prefers with scenario

255(79.2%)c

145(84.8%)a

87(89.7%)a

61(83.6%)c

49(68.1%)a

597(81)

  1. CV = Cramer’s V
  2. Data are shown as n (%). In the column direction, figures with the same exponent in each column are significantly different (p < .05). For example: regarding Game scenario, 84.8%% is significantly different from 7.0% and from 8.2%; 83.6%, 0.0%, and 16.4% are not significantly different; they have different exponents. In the row direction, variables relationships are given by the X2 in parentheses