ABSTRACT

Digital gaming has become a major global entertainment sector. The games industry itself claims that gaming has surpassed the film sector in terms of financial turnaround in recent years, 1 and the interest in games is rising as games have penetrated mainstream society. The traditional stereotype of the male, adolescent player (Griffiths, Davies, and Chappell, 2003) obviously no longer represents the majority of gamers, as gaming has developed into an adult hobby, and now includes groups that have previously not been involved in gaming.