New research from Loughborough University reveals that adults who indulge in daily video gaming are disproportionately from working-class backgrounds rather than the middle class.
While during their teenage years, both middle-class and working-class individuals showed similar rates of daily gaming, by the age of 20, those from middle-class backgrounds tended to allocate more time to their careers, as per the study findings.
The researchers conducted interviews with 37 gamers and examined survey data encompassing 3,357 individuals aged 16 to 34 in England.
Analysis of the survey data unveiled that among individuals aged 20 to 24, only 8.7% of those engaged in higher managerial or professional occupations played video games daily, in contrast to 20% of individuals in routine or manual jobs. Similarly, for the age group of 25 to 34, the figures stood at 8.7% and 13%, respectively.
Age divide
After turning 20, daily gaming drops a lot for middle-class folks, while it dips less for manual workers. In chats with 37 gamers, researchers noticed that middle-class and ambitious types slowly cut back on gaming due to school or job stuff. They praised self-control, saying they balanced gaming and regular life.
Their knack for discipline probably comes from school and work. It affects their gaming and helps them climb the career ladder. Middle-class gamers game less together as they leave home for school or work. They switch to solo gaming to fit it into their busy days. Working-class gamers don’t change much as they grow up, since their lives stay pretty consistent.
“Working-class participants, especially in further education or not fully employed, often continued to play more frequently and for longer each session when transitioning to young adulthood,” the researchers explain.
“Some held negative views about their gaming and considered they probably spent too much time gaming, which might not be healthy, but nonetheless rarely sought to control it. Not adopting such controlled gaming habits might make them acutely conscious or ashamed of their gaming.”
Consistent social circles
The study revealed that working-class individuals, often remaining within the same social circles over time, emphasized the bonding they experienced while gaming with familiar friends, which served as a significant motivator for continued gaming.
One working-class participant mentioned spending roughly eight hours daily on gaming, fluctuating based on session performance. Despite acknowledging it might not be the healthiest amount, they expressed genuine enjoyment in the activity.
Conversely, a middle-class respondent expressed a desire to invest more time in gaming but recognized its secondary importance compared to other life priorities.
The authors highlight that their research is the inaugural examination of the transition from adolescence to young adulthood in this context.
“We can see video game studies flourishing during the past two decades, but the impact of social class on video gaming has been frequently overlooked,” they conclude.