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
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).
About a third (30%, N=1099) of EQ players are students,
but of those who are working, 36% are working in Technology related
areas.
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)
About one-fifth (19.1%, N=2475)
of EQ players have children.
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.
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.
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).
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.
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.
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).
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