ABSTRACT
This paper has developed out of ongoing research into the associated patterns of sport and digital gaming interests and participation. Specifically, this paper presents the major findings of a questionnaire based survey distributed to undergraduate students at Sheffield's two universities, and a number of follow up interviews. Contrary to popular perceptions, this research finds no evidence to suggest that participating in digital gaming can have a negative effect on levels of sports participation. Moreover, the paper argues that, for some, digital gaming may increase their interest and knowledge of sport, and can prove for many a popular source of conversation that can cross‐cut and inform conversations on sport. However, contrary to many previous studies, this research indicates that there continues to be distinct gender differences in gaming patterns.
Notes
1. Though terms are often used interchangeably, the term ‘video games’ is often used to refer to games played on home‐based game consoles or on arcade machines, while ‘computer games’ are generally defined as those played on PC or Apple Macintosh systems (see Poole, Citation2000: 35). However, to help avoid confusion, the term ‘digital gaming’ appears to be the preferred term growing in acceptance within the literature on gaming to refer to all forms of electronic gaming, including video, computer and mobile gaming (see CitationDiGRA).
2. The questionnaire had asked respondents who had recently (‘in the last month’) played sport to indicate how frequently they played these on a scale of ‘most days’, 2 or 3 times a week', ‘once a week', 2 or 3 times a month’, ‘once a month’ and ‘less than once a month’.
3. The questionnaire had asked respondents who had recently (‘in the last three months’) played a digital game to indicate how frequently they played these on a scale of ‘most days’, 2 or 3 times a week', ‘once a week', 2 or 3 times a month’, ‘once a month’ and ‘less than once a month’.