General information about our study
The objective of Polish Gamers Research 2018 was to provide detailed information
about gamers who are Internet users in age range of 15–55 y.o. and play games on one of the following platforms:
|games installed on the computer||games in a web browser||games on video gaming consoles||games on mobile devices – smartphones and tablets||games played on social networking websites|
Another important objective of the study was to present the habits of parents (both gamers and non-gamers) regarding their children playing video games as well as the habits of children playing games.
Sample structure was corrected with the analytic weight to fit the structure of the population of Internet users aged 15–55 regarding key characteristics corresponding with the objective of research. When calculating the weight, social–demographic variables were taken, i.e. gender, age, level of education, size of locality.
Results presented in the report are based on weighted data.
The study was conducted between 16 – 22 of April 2018 using the panel method (online survey with recruitment on websites).
METHOD OF THE STUDY
Invitations to take part in the survey were sent by e-mail to members of panel Opinie.pl belonging to IQS. The sample was chosen with a random–quota sampling method.
TARGET GROUPS AND SAMPLE SIZE
Two target groups are presented in the report:
Gamers: Data reports the results among the group of 1620 (1000+620) Internet users aged 15–55 who played games on at least one of the following platforms: games installed on PC/laptop, online games in the web browser, games on video game console, games on tablets PC or smartphones and games on social networking websites. Detailed questions about each of these five platforms were asked to 400 respondents.
Parents: Data reports the results among the group of N=620 Internet users aged 15–55 who have children below 18 y. o. In order to analyze both gamer and non-gamer booster N=100 of non-gaming parents was collected. Total sample for parents was corrected by data weighting for the natural proportion of gamers among parents.