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Why Do People in Pakistan Engage in Online Gaming? A Uses and Gratifications Approach.
Why Do People in Pakistan Engage in Online Gaming? A Uses and Gratifications Approach.
Komal Salman
Mahin Allaudin
Zoha Mazhar
Acknowledgements
We would like to offer our gratitude to the NUST School of Social Sciences and
Humanities administration for allowing us to work on this project. While we recognize that our
initiative for the project differed from our colleagues, our ambition was the driving force for our
research project. We selected this project to add value to academic research around the niche of
Without the help of Dr. M. Arif, and the consistent guidance of Dr. Waqas Ejaz this
project would never have been approved or accomplished. For almost a year, Dr. Arif and we
have been discussing our dissertation. He helped us with a number of aspects of our research,
including the research strategy, internal workings, and technological aspects. We appreciate the
time and effort they have put into this paper, and we hope that our initiative meets the aim we set
We would also like to appreciate our families, for their constant support, and for keeping
up an endless supply of tea for us, whilst we were working for long continuous hours, and
particularly to our siblings, who had to deal with most of our tantrums when we were stressed
and upset.
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Abstract
underexplored area in Pakistan. This paper examines the motivations behind gamers' continued
engagement in online gaming and what they seek to achieve out of the act. To this end, thirty
qualitative interviews were conducted for this explorative study. The data collected was
interpreted and analysed through the Uses and Gratifications Theory lens. Some key motivations
reported by the respondents included escapism, virtual relationships, leisure, and entertainment.
The study further underlines how some aspects of gaming behaviour differ across genders, for
example, the extent of sexism and toxic behaviour experienced within the gaming and online
gaming communities. This study concludes by discussing the findings while providing
suggestions for future academic work on online gaming and affiliated fields in Pakistan. Lastly,
this research can provide both academics and the various sectors such as the business
community, the information technology sector and the gaming community with a wealth of
knowledge on how to create and market games for their target audience as well as keep abreast
of the latest news and updates regarding the ever-expanding world of online games.
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Table of Contents
Contents
Introduction ................................................................................................................................ 6
Results ...................................................................................................................................... 20
Discussion ................................................................................................................................ 29
Limitations ............................................................................................................................... 38
Conclusion ............................................................................................................................... 39
References ................................................................................................................................ 42
List of Figures
Figure 3: Age groups for male respondents starting online gaming ........................................ 21
Figure 4: Age groups for female respondents starting online gaming ..................................... 22
Introduction
The global digital market has consistently grown, with the online gaming industry
accounting for the most significant share of market revenues. There were 2.69 billion video game
players worldwide in 2020. The figures are expected to increase to 3.07 billion in 2023 based on
a 5.6% year-on-year growth forecast (Clement, 2021). The global games market had $159.3
billion in revenues for 2020, almost half of which came from the Asia Pacific market (Gilbert,
n.d.).
From the rapid developments in technology to the digital revolution that continues to
transform the sphere of mass media, digital gaming is increasingly evolving and flourishing (Yoo
& Singh, 2016). Prior studies have even highlighted how online games slowly replace daily life
and social activities like studying, working, watching television, etc. (Van Rooij, 2011). As a
result, video games continue to alter trends in leisure entertainment throughout the world.
Indeed, the advent of COVID-19 marked significant growth within this industry and shaped
people's usage patterns and gaming preferences considerably. (Lopez-Cabaracos et al., 2020).
Within Pakistan, the scope for online gaming and the sphere of the gaming industry has
PakGamers, carried out a survey showing how around $25 million is generated locally from
Pakistan's video gaming industry each year (Jafri, 2019). It also found how there is an estimated
8000 professionals associated with video game development. Pakistan is ranked 29 out of 150
countries for e-sport earnings, with 278 local players earning $4.78m. Pakistan has 200 gaming
level. For example, Pakistani gamer Arslan "Ash" Siddiqui won the Tekken 7 Championship at
the Evolution Championship Series held in Las Vegas, becoming the first national player in
history to do so. ("Pakistani Ace Gamer Arslan Ash Wins Big at International Tekken 7
Competition," 2021). Likewise, in the gaming community, Musawer Khan, better known as
Ghost Khan, is one of Pakistan's top gamers and has won many national and international level
gaming tournaments. ("Gaming Industry – the Next Big Thing in Pakistan," 2020). Similarly,
Sumail Hassan has generated $3.6 million by participating as a professional gamer in multiple
international E-sports events and now stands as the 12th richest pro gamer globally. (Top 100
Literature on online gaming in Pakistan is limited and has mostly tended to focus on
aspects like problematic gaming, gaming addiction, and the effects of gaming (Khan &
Muqtadir,2012; Zahra et al., 2019). Considering the discussions and outcomes of previous
studies and the gap mentioned above, the present exploratory research aims to answer the
research questions formulated to examine the differences in the motivations and gratifications
across genders in Pakistan. For this purpose, we have chosen the Uses and Gratification theory as
a foundation since it provides a unique perspective to investigate our research questions and
further our understanding of gender differences in the online gaming industry within the country,
Theoretical Framework
The Uses and Gratifications theory was coined in the early 1940s. It was formally
introduced in 1974 to try and understand why people chose to consume one media over the other
from the assorted mix of media types present in the decade (Katz et al., 1974). It deals with
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specific choices people make about media consumption and maps out why people use certain
media types, why they need to do so, and what satisfaction or gratification they gain from this
use. Historically, the theory was first introduced to understand why people chose to consume the
The theory assumes that the audience is an active stakeholder, rather than a passive
consumer, who chooses the type of media they wish to consume, thereby affecting the industry
in terms of supply and demand. It also assumes that media consumers are aware of the reasons
behind their choices. These assumptions have specific implications, the first being that media
usage is goal-oriented. This means that if people choose to engage in online gaming, they shall
have a reason to do so. It also means that media types compete with one another for audiences –
a person may choose to read a novel or play a game on their mobile at any given time. The
individual cannot do both simultaneously, so they will naturally choose the one which they enjoy
more or makes them feel more content. One's choice of media types has also influenced
behaviour and psychological patterns. Other studies have shown that screens increase depression,
anxiety, and aggression. This proves that media choices may vary consumer psychology and
behaviour.
Uses and gratifications in the 21st century continue to evolve. Some scholars argue that
uses and gratifications are not a rigorous social science theory. It has been a go-to theoretical in
the initial stages of mass media, newspapers, radio and television, and now the Internet.
However, others have contended otherwise and asserted that the advent and development of
computer-mediated communication have brought about the uses and gratifications approach to
research in a new light. Although traditional tools and typologies are likely to be continued to
answer questions about media use, some scientists say that it is imperative to prepare to expand
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our current theoretical models of the uses and gratifications. Contemporary and future models of
the uses and gratifications approach must include various concepts, such as interactivity,
communication picture.
The online gaming industry has steadily risen and now has carved its own space in the
global market. However, on the surface level, gaming is understood as an activity to pass by the
time or simply to escape the real world. Understanding this particular industry and the
individuals participating in it is essential, but one also needs to recognise why gaming is
One of the niches in computer-mediated communication is online gaming. The ease with
which the Internet can be accessed, and the sheer number of online games available, have made
online games rapidly popular amongst people. The most popular genre played in the MMORPG's
Massively Multiplayer Online Role-Playing Games, which are interactive by nature, and require
MMORPGs occurs between players on the same team but are located in different parts of the
world. As a result, computer-mediated communication is becoming the new norm for playing
games together.
Thus, using a grounded theory approach and a uses and gratifications framework, this
exploratory study examines why people choose to engage in online gaming, what they gain from
it, and how it affects their behaviour. Many people depend heavily on games for entertainment.
Based on consistent themes emerging from the interviews, this study discovered that people turn
to the game for leisure, interpersonal needs, and escapism. It should help communicate with
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researchers and educators to understand better the powerful influence online games have on
users.
The focus of this study has been on how these needs manifest in the niche of online
gaming in Pakistan. We also intend to find out if the gaming habits of the respondents have
changed over time and, if so, why. Adopting new practices or leaving old ones behind is also
critical in understanding how media usage can change as gratifications evolve. Overall, the
findings of this study have sketched out the motivations and gratifications of Pakistani gamers.
The figure above demonstrates that UGT constructs that need to be gratified by engaging
Within the online gaming niche, the Uses and Gratifications Theory is bound to influence
gaming behaviours considerably. Because consumers are always in control of their choices,
media may influence them considerably. The theory recognises that individuals exert a high level
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of autonomy whilst making these choices. Furthermore, theorists expanded the uses and
gratifications theory in 1973. The study classified or identified specific needs, which had to be
gratified with media choices (Katz et al., 1973). The types of needs identified by them included
expectations. Engaging in gameplay confirms if the game satisfies the user's needs, as identified
by UGT, or not. The result of this confirmation leads to another choice. If the needs have been
gratified, the user shall return to the game. Should that not be the case, the user may opt for
Cognitive needs are satisfied by the acquisition of knowledge and information. Language
learning games are an example of a consumer choice within the online gaming niche to gratify
this need. Another example of cognitive games is brain-training games for memory, targeting
patients with dementia or Alzheimer's. Cognitive games may use math, vocabulary,
concentration, colour, I.Q., spatial intelligence, memory, creativity, problem-solving, and agility
to fulfil the needs of the brain. Even in games that do not focus specifically on improving mental
planning, and execution of planned missions in multiplayer settings that satisfy cognitive needs.
for needs for personal interaction, being considered trustworthy, being reassured, and being in a
position to make decisions or lead a team, and social interaction, a feeling of being connected,
both, Massively Multiplayer Online Games and online gaming communities gratify these needs.
An example would be Valorant – besides the vibrant and beautiful graphics, which make the
game visually appealing, the online community for the game is significant. BBC wrote in an
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article that there was an exponential rise in the numbers of gamers during the pandemic. It
implies that building communities in and around video games on social media makes online
gaming more than just about competing with strangers on the Internet. Gaming friendships are a
real thing. Research proved time and again that online gaming was an essential outlet for much-
needed connection in isolation during the pandemic. Many games are designed solely to be
aesthetically pleasing, including dreamy animations and beautiful colours that change as
gameplay progresses. Examples include Tiny Hero, Mekorama, ZigZag, Stack, VOEZ, and Jelly
Jump.
Lastly, leisure needs – online gaming is captivating and demands undivided attention. It
can keep one hooked. Amid academic and professional stresses, and personal issues, which come
as part and parcel of progressing into teenager and adulthood, the need for escape and a diversion
can get pressing. After a long, tiring day, one may or may not have the energy or focus to pick up
a novel. However, watching a movie or playing a game to take one's mind off things sounds like
a rather tempting idea, which is why gaming is a go-to choice for many individuals.
Literature Review
The early 1970 was when home video games started gaining popularity, and for most of
the audience, this was a unique experience compared to gaming in an arcade (Mannikko et al.,
2015). Tseng et al. (2015) argued how the 1990s and the time of games like Mario was the actual
period when video games were enticing and persuasive enough to make people play for hours. In
the 2000s, the onset of the Internet led to sharper and more detailed videos and saw the
origination of multiplayers (Kaye et al., 2017). As a result, the option of online gaming was
exceedingly well accepted since this allowed for the chance to socialise and play with friends
(Khan et al., 2018). Similarly, the introduction of massively multiplayer online role-player
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(MMORPGs) games presented the chance to connect gamers worldwide within a virtual world.
Soon MMORPGs like Ragnarok Online and World of Warcraft provided a landscape to connect
with other gamers and create exciting avatars, raising the gaming sphere's expectations
Today, it is apparent that the online gaming industry has been thriving. From the rapid
developments in technology to the digital revolution that continues to transform the sphere of
mass media, digital gaming is increasingly evolving and flourishing. Ever since the advent of the
Internet and smartphones, the evolution of online gaming has been unstoppable (Liu et al., 2013).
Globally, the sales of video games surpass that of books in the U.K. and USA and even compete
with movies and television receipts (Bryce and Rutter, 2006). Prior studies have even highlighted
how online games slowly replace daily life and social activities like studying, working, watching
television, etc. (Van Rooij, 2011). Burn and Carr (2006) even argued how this evolution of video
games and MMORPGs had generated gamers to believe that they can live and experience a new
identity, yet they still perceive their gaming personas and avatars as an extension or
representation of their selves. They further explain how this is precisely why even seemingly
insignificant gaming choices, decisions, and behaviours reflect their respective personalities.
This aspect links us to another critical area of motivation and why people game. Different
researchers posit several factors. For instance, Xu (2014) proposed that the motive behind
individuals widely embracing gaming is due to social aspects like communication and
coordination with other gamers and the excitement that comes with competitive gaming. Xu
(2014) further examined how central the role of competition is in motivating gamers and found
out that competition increases the level of satisfaction among gamers due to the concept of self-
gratification. This is why Xu (2014) classifies these as important determinants for gamers'
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motives to game. Li et al. (2013) shed light on the same debate and expanded on it by
considering social interaction and gratification factors. They suggest that a range of motives
come into play to holistically demonstrate why people crave the thrill of competitive games or
the idea of escaping into a virtual world which he describes as hedonic gratification.
Some researchers have emphasised understanding the impact of this form of media which
can only be carried out by examining the reasons people continue to game (Sherry & Lucas,
2006). A vital chunk of the literature centres around the application of the uses and gratifications
theory to unfold and understand what drives users to game and what they achieve out of
engaging in such media (Katz & Foulkes, 1962; Bijvank, Konijn, & Bushman, 2007; Limperos,
2007; Reinhard & Dervin, 2007; Sherry & Lucas, 2006; Vorderer, Klimmt & Kuhrcke, 2006;
Yee, 2007). Reinhard and Dervin (2007) expound on how the theory is widely used to decipher
how different individuals engage in various forms of media according to their own needs and
desires. They argue that this makes selecting the media consumed a process that is essentially a
self-motivated and purposive action. This claim was backed by aligning it with the original
findings of the theory put forth by Katz et al. in 1974. The study linked the motivation among
users to the way this allows them to simultaneously satisfy a plethora of needs ranging from
Katz et al. (1974) demonstrated that a central indicator of why a person chooses to
consume a certain form of media could be gauged from their respective goals and characteristics.
Sherry et al. (2006) investigated this, and their results proposed that a significant motivation
behind playing games is the challenge and competitive thrill that can be derived from it.
However, it must be noted that motivations can be distinct since different researchers have found
varying findings and key aspects in different regions of the world. For example, Walma van der
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Molen and Jongbloed (2007) conducted a study in the Netherlands on gaming behaviour in
children. Their results showed that the main reason children played games was that they offered
a challenge, while other reasons included factors like entertainment, the allure of a virtual fantasy
world, and the opportunity to connect with other users. Similarly, a study (Sun et al., 2006) in
China showed that most gamers were engaged since gaming offered a good distraction, allowed
them to explore their competitive sides, and presented a chance to interact with new people. It
was also found that many gamers were motivated since they believed gaming allowed them to
motivations among players and used U&G theory to explain the results that revealed
achievement social interaction, and leisure are the main reasons behind users' drive to the game
(Yee et al., 2012). Other researchers have also established similar links and found personal
gratification (Colwell, 2007), social interaction (Charlton & Danforth, 2007; Lemmens et al.,
2011; Van Rooij et al., 2011), and enjoyment (Wei & Lu, 2014; Kim et al., 2013) as integral
gaming addiction and focused on how in-game self-avatars simultaneously affected the types of
motivations (Jin-Zhong & Zhengyu Yao, 2012). Such examples have been pointed out to
indicate how globally, the motivations behind online gaming behaviour have been investigated
Such research has also indicated that motivations and gratifications among gamers may
vary depending on gender differences. For example, Fox and Tang (2013) conducted a
quantitative study using a survey of male and female gamers. Its results highlight how male
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players are more motivated to play and start playing earlier in life. They proposed that such a
trend may be instead a toxic and sexist environment for women in gaming communities. Studies
have also shown how the type of games played by women and men, along with their gaming
behaviour, may differ depending on their individual needs and wants. For example, Huanhuan
and Su (2013) argued that men and women engage in different types of games based on their
individual preferences. They found that men prefer to play action-based games since they thrive
due to competitiveness, whereas women are more inclined towards analytical and logic-based
games.
Various studies have demonstrated that female gamers are motivated due to social
interaction and the opportunity to connect with people (Guadagno et al., 2011). They are also
more likely to participate in group discussions and activities than their male counterparts who
indulge in social interactions, but their reasons for doing so are different, and they do not actively
However, (Hassouneh and Brengman 2014) also argued and established that while there
are apparent differences, similarities between male and female users exist as well. For example,
the aspect of self-satisfaction and self-achievement that comes from winning and doing well in
games seems to be a crucial motivating element for both men and women. They also found that
both genders enjoy the charm of a fantasy world and the idea of virtual identities. Park et al.
(2011) utilised the uses and gratifications model to examine how motivations and personality
traits influence how and why users game. This study also discovered interesting findings that
linked how the motivations varied for both genders, e.g., female gamers expressed higher
Concerning Pakistan, while there has been research on online gaming and its impact on
users, most academic literature is centred around the impact gaming has on users rather than the
factors behind the activity. This has led to considerable academic works on factors like gaming
addictions, while literature shortage around motivations and gratifications resulting from gaming,
particularly for users in Pakistan, remains. For example, a study by students in Islamabad
showed how self-appraisal is linked to gaming disorders (Rasheed et al., 2021). Similarly,
another study studied how violence in online games impacts children's behaviour in Pakistan and
found a positive correlation between children's levels of aggression and gaming patterns. While
such studies are crucial for examining the impact that gaming has on users, it is equally
imperative to explore the reasons behind this activity and what drives people to partake in it
or mental health. E-learning in various contexts was also a subject of discussion on occasion.
The understudied niche of online gaming in Pakistan has mostly been viewed in light of mental
health (Fatima & Ashfaq, 2014; Shabbir et al., 2020), e-learning (Khalid et al., 2020; Khalid &
Batool, 2018), or a crossover of mental health and behaviour (Fatima & Ashfaq, 2014) or
Such developments and the notable rise and significance of the online gaming industry
urge further research and understanding into the driving factors behind gaming behaviour and
what sense of gratification incites users to repeat or even get addicted to this activity. In addition,
there is a need to examine how online gaming fulfils the affective, cognitive, personal, social
integrative, and leisure needs, as specified by Katz et al. (1974) when it comes to the niche of
As highlighted previously, globally, the research indicates unique findings that also
portray how the results may vary depending on geographical differences. This makes our
research pertaining exclusively to gamers within Pakistan all the more significant. In addition,
our findings may consist of certain factors or behaviours that reflect cultural and societal
Such research is significant to discover intrinsic differences between men and women
regarding motivating and gratifying notions in online gaming and, if so, how it may impact their
gaming patterns.
Research Questions
Pakistani gamers, their gaming habits, and if differences exist in these patterns across genders.
We also hope to discover how their online gaming habits gratify their cognitive, affective,
R.Q.1: What motivates Pakistani males and females to engage in online gaming?
R.Q.3: What are the differences in motivations and gratifications across genders in online
gaming?
Research Methodology
This study, explorative and qualitative, was conducted via semi-guided interviews. Thirty
semi-structured interviews were carried out based on purposive and snowball sampling.
Interviewees ranged from ages 18-to 30 and included 20 males and ten female participants. The
selection of the majority of the respondents was executed based on their tendency to game often,
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while some participants were recruited through the snowball sampling technique and were
recommended by the players interviewed initially. This sampling technique was crucial in
ensuring that all of the respondents selected for the study contributed considerably to the study
(Small, 2009). The respondents were from Lahore, Islamabad, and Karachi. The interviews
ranged from 20 to 30 minutes and were aimed at gathering in-depth insights into gaming
experiences and perceptions since they provided respondents with the opportunity to articulate
their thoughts and feelings. While there has been research into gaming in Pakistan, this study
aims to explore and add to the present understanding by employing a qualitative voice to ensure
that the data gathered is rich and paves the way for further research in this area. Furthermore,
exploring a fresh perspective through interviews that followed a conversational tone allowed
respondents to divulge and expound on their individual experiences and interpretations (Frey et
al., 2000).
The interviews consisted of ten questions; however, how it was conducted was relatively
flexible and allowed the participant to shed light on any characteristic of their gaming experience
irrespective of the nature of the questions. Some questions were designed to focus on the
following aspects in particular: the age of the respondent who started gaming, their gaming
experience, habits, reasons for gaming, views on gaming friendships, and how gaming impacted
their personality. The data collected was analysed under the notion of whether they follow a
certain set of themes, sentiment, or usage of specific keywords that revolve around the gaming
Another reason to pursue this research design is that due to the topic's explorative nature,
our research questions will be better answered through qualitative research, as shown by Van
Bonn and Swales (2007). They analysed their data through qualitative means to grasp the
meaning and differences in the research regarding the two languages. Moreover, since the topic
we have chosen addresses a lack of perspective regarding the uses and gratification theory
relevant to gaming and gamers in Pakistan, analysing the data we will be collecting will provide
specific experiences described in their responses to the questions, the interviews aimed to
objectively draw relevant conclusions regarding the gamer's experiences, this would help
understand how the uses and gratifications theory relates to the gaming experiences of Pakistani
gamers.
Results
To put the gaming careers of our respondents into perspective, the following pie charts
Figure 3: Age groups for male respondents beginning to engage in online gaming
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Figure 4: Age groups for female respondents beginning to engage in online gaming
Upon being asked when our respondents started online gaming, the answers by all our
respondents fell between childhood and early teenager. Thus, we divided our answers into two
age groups: 5-10 years and 10-15 years. Interestingly, 70% or more of respondents, both men
and women, started gaming before they were ten years old.
According to the uses and gratifications (U&G) theory, individuals indulge in a certain
behaviour as it fulfils a specific need, and they gain from engaging in that behaviour. Prior
research and literature on this area have narrowed down a list of several specific reasons and
gratifications that persuade individuals to keep playing video games. These include factors like
leisure and entertainment, social activity, escapism, challenge, competition, education, etc. (
Bányai, Griffiths, Király, & Demetrovics, 2019; Yee, 2006). The theory posits that users
intentionally consume a form of media as it satisfies their psychological and social needs and
desires. These depend on an individual's personal goals, motives, and differences. Some of the
core questions within the interviews consisted of understanding the reasons behind players' need
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to game. One of the most recurring reasons listed by the majority of the respondents first of these
was escapism.
Video games provide players with the opportunity to escape from their everyday
mundane lives and fully immerse themselves into a fantasy, virtual world where they may get the
chance to experience entirely new lives and have a certain degree of control over their actions.
For example, role-playing games and MMORPGs present players with an impressive outlet for
escape since they allow users to interact with another world and make decisions that matter and
influence the course of the game being played. In recent years MMORPGs like World of
Warcraft and Dungeons and Dragons can be seen as popular games where the player's design
In the interviews conducted, upon being asked why they engaged in online gaming, 14
male participants and four female participants mentioned escapism as one of the main reasons.
The players described and recalled how the urge to game is strongly tied to how it provides them
with the opportunity to immerse themselves in this experience. Hence, it can be noted that more
male respondents than female respondents cited escapism as a motivation to engage in gaming.
The rationale behind this motive varied and relied on different factors. For some, escapism
through gaming granted them a chance to escape from the stress and focus entirely on another
activity.
The most mentioned cause behind naming escapism as a motive was how it provided
relief from stress and the immersion aspect crucial to escape from real life. One of the female
players described gaming as an "escape from the real world." (Interviewee 23) She further
explained how gaming is "captivating" for her and allows her to detach from her hectic routine
consisting of work and deadlines. Similarly, another female player also expressed how gaming is
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a "necessary escape" since it distracts her mind from stress in her life. "After a bad day, I just
want to let some steam off by slipping into this other world." (Interviewee 26)
While the female players listed the escape from stress as the main reason for gaming, the
male players' responses shed light on various other escapism aspects. For example, the act of
immersion was a crucial component in their motive for escape. This can be linked to how
gaming as a media has evolved to become a virtual storyteller. Books, movies, etc., are all
examples of storytelling media, and the basic component common within these is that they
provide users with a channel that allows them to focus on something for extended periods. The
more a player is absorbed and engaged in a game, the more likely it is that the game provides a
considerable extent of immersion (Russell et al., 2004). It can be considered a powerful means of
distraction from real-life situations as it forces the player to focus on the video game. One of the
(Interviewee 6). This further shows how the immersion that gaming provides is a means to
escape from the problems that the players may be experiencing in their lives.
Another unique element noted for escapism is how the male players believed it was
helpful since it provided them with a certain degree of control. Role-playing games consist of a
considerable degree of customisation for features like characters, communities, clans, level of
interaction, etc. This allows the player to feel that they have a certain extent of control over their
characters, identities, and the lives they are leading in these virtual worlds. A male respondent
explained that "whenever I feel like things are not going my way, I game, and it helps to see that
my virtual self is doing better." (Interviewee 11) It can be inferred that this sense of control
Leisure needs
It was also found that leisure needs ranging from gaming being viewed as a hobby,
passion, and entertainment also played a motivating factor behind users' need to game.
their minds." (Interviewee 17) Ten of the respondents, a third of the total gamers interviewed,
said that the game is for leisure needs. "I have always played games as a hobby, and it is also my
passion which I enjoy immensely." (Interviewee 9) There also was an emphasis on how family
members and friends had a significant role in encouraging their interest in gaming and the reason
they began regarding it as a useful hobby or method of entertainment. "For me, gaming is fun,
and since all my friends played, I had to try it out." (Interviewee 13)
The responses also indicated how gaming being an active hobby was due to the
adrenaline rush and thrill that it provided. Many of the respondents were passionate about
gaming related to the self-satisfaction they achieved from winning a game or doing well in a
game. "I play for the thrill of it. I love the rush one gets from playing and from winning
especially." (Interviewee 11) It was also found that players considered gaming fun due to the
level of competition that is provided. The answers revealed how players, especially the male
players, believed gaming was a worthwhile activity because it gave them the chance to compete
with other gamers. "I have gotten into competitive gaming, and that domain includes games like
Call of Duty, FIFA, and Fortnite. The thrill you get from the competition is addictive!"
(Interviewee 14)
Some of the responses also revealed how the idea of gaming being fun and engaging
relied heavily on the genre of the game as well. For example, some players mentioned shooter
games as more engaging and entertaining as they are thrilling and there is an element of
26
suspense, while others were inclined towards multiplayer games as these provided the
Socialisation
One of the needs translates in the form of allowing players to socialise and connect with
other players. Massively Multiplayer Online Role-Playing Games (MMORPGs) allow users to
connect with other users, socialise, and explore a bond with strangers. MMORPGs extensively
encourage and foster social activity during games and inculcate social relationships. Whether
through a clan, a shooter team, or an army of soldiers, such games allow users to experience the
feeling of belonging and connectivity to other users. Such gameplay stimulates fulfilling
friendships that play an intentional role in a gamer's level of immersion within the game and his
degree of motivation.
We examined how social activity is a significant motivating factor for gamers and
whether it plays an integral role in their need to game regularly. Seven respondents answered
positively regarding their social gaming experience with the female players interviewed. There
were several comments relating to the importance of being able to stay connected with people
and a sense of unity and belonging to be able to play with other members. Most participants
focused on how gaming friendships have helped them and how they fulfil a general need for
human interaction and connection. For example, a participant described gaming friendships as
Another key aspect of MMORPGs addresses the critical need for cooperation between
players, which fosters bonds and results in lasting and meaningful relationships. A player
revealed that gaming had been the reason she met her partner. "We bonded over our love for
27
similar games, and I was intrigued that he made me want to try new things." (Interviewee 15)
Some of the respondents also revealed how gaming friendships were beneficial for their
introverted personalities, which hindered their possibilities of making friends in real life. They
explained how virtual friendships "effortless" and how multiplayer games were let them befriend
strangers without the formalities that people need to go through in real-life interactions.
However, one of the female respondents said that such friendships were only virtual and rarely
translated into actual interactions in the real world. "We are all shy and have never met each
other personally. Makes me wonder if such friendships remain if we were to stop playing."
(Interviewee 3) This shows how an increased dependence on gaming may negatively impact
players who solely rely on their virtual friendships and interactions as a means of human
connection.
Experiences and opinions about gaming friendships among male players did have certain
similarities with the aspects evident within the responses of the female players, but there were
certain differences as well. The major similarity between their responses links to how the players
talked about their gaming experiences during the time of lockdowns resulting from COVID-19.
Both male and female players expressed an integral role gaming played at times of lockdown
when they experienced extreme loneliness and isolation. They reported how gaming was utilised
in a way to fill the void and gap that quarantine created in terms of social activity. "I liked the
comfort of being able to chat with my friends consistently, and have a sense of normalcy in that
terrible, uncertain situation." (Interviewee 8) The respondents also recounted how online gaming
with strangers and friends alike helped them through times when there were country-wide
lockdowns. "Lockdowns were hard, and from me, gaming with my friends got me through the
Ten of the male players answered positively about their stance on gaming
friendships. One respondent described gaming as "a shared love that resulted in countless
memories with wonderful people". (Interviewee 9) Others narrated how gaming presented an
outlet that allowed them to befriend new people and connect over their mutual passion for
gaming.
Five of the male respondents reported their preference for MMORPGs specifically since
they provided the chance to game with several people collectively. The element of being of
cooperation and connection with other players appealed to many of the players. It was reported
that multiplayer games were more popular among the players due to this very element since it
made the experience of gaming "more enjoyable and entertaining". (Interviewee 23) Some of the
respondents further expressed that another reason for their attachment to MMORPGs was linked
to the reason that they provided a greater level of competition. Playing with other gamers was
revealed to provide the players with the degree of healthy competition they sought to enrich their
However, a key difference can be deduced from male and female players' perceptions and
beliefs about gaming friendships. While the female players tended to focus significantly on
developing strong bonds and had better emotional connections and attachments that motivated
them to stay engaged in games, male players tended to focus on slightly different aspects. There
was an increase among most of the male players to respect their commitment to the team and not
disappoint their friends and other fellow game players. "Failing to show up for your team and
friends is disgraceful. People are counting on you, and you do not let them down." (Interviewee
10)
29
Discussion
Our results show significant differences between the types of games played by Pakistani
finalised the games into augmented reality, strategy, and sharpshooter categories. However, in
graphic depictions, we also included combinations of these, as most respondents did not engage
in only one type of game. For example, sharpshooting games include single-player fighting
games, whilst strategy includes story-based solo games or multiplayer competitive military and
strategy games. Like Pokemon Go or Wii-based games, both mobile games were classified as
We noted that augmented reality games were found in responses only by women, and
puzzle games were only found in responses by men. It was also noted that while two-thirds of the
male respondents engage in a combination of sports and strategy games, only 10% of females
listed this combination. We also found that a higher percentage of women play strategy games
31
alone than men and that whilst 30% of women play a combination of strategy and sharpshooter
games, only 4.8% of male respondents listed this combination in their answers.
This reaffirms previous research which has outlined the themes of gender differences in
gaming habits, which revolved around game design (Vermeulen et al., 2011) or were based upon
certain parts of the world like Finland (Kari et al., 2012) or compared gaming patterns among a
Moreover, attitudes towards gaming friendships differed considerably between men and
women. Although the responses were qualitative, we classified them according to sentiment.
Responses classified as neutral either spoke of indifference, not having gaming friendships per se
or mixed opinions. Positive and negative responses were classified similarly according to the
emotions and specific keywords, such as "great" or "toxic", respectively. Whilst only 5% of our
male respondents had negative attitudes towards gaming friendships; the percentage was four
times higher in women. Similarly, whilst more than half of our male respondents had positive
attitudes towards gaming friendships, only 40% of women had positive attitudes towards the
phenomenon. This may be due to the instances of sexism and toxic behaviour subjected towards
women.
Our results indicated a higher level of general positivity in attitudes towards gaming
friendships among Pakistani males than females, despite the male population being believed to
be more vulnerable to the negative aspects of gaming like social isolation (e.g., Griffiths et al.,
2004). The majority of respondents were considerably positive about it, regardless of their
gaming frequency or the kind of games they engaged in. Another noteworthy factor remains that
the male and female players were revealed to have varying expectations and beliefs regarding
32
their gaming friendships. While the female players expressed the need to connect with strangers
and friends alike, the male players valued gaming friendships since their "team" relied on them.
Therefore, we concluded that gaming does not seem to substitute for real-life contacts
and does not lead to social isolation – our results showed instead the opposite. During the
pandemic, online gaming became a tool to connect with people in times of isolation. We found a
friends online. In contrast, playing frequency did not affect the integration of these online friends
into real life or the integration of offline friends into the game. In line with existing studies (Shen
&Williams, 2011), we found that social motivations are central elements when analysing the
social outcome of gaming. Social motives play an important role in this modality switching
process (i.e. integrating online friends into the offline context and vice versa). Online gamers
with a pronounced motive of searching for social capital and teamplay had a higher probability
It was also noted that more women than men listed escapism as a reason for gaming. This
may be relevant to the socio-cultural factors in the country as Pakistani society is primarily male-
dominated. An interesting case for further research could potentially be looking into if women
have higher stress levels than men and thus look for an escape. The lack of free female mobility
due to cultural norms and security also may have a role to play in being a decisive factor for
more women to turn to the game as an escape than men, who enjoy greater freedom in terms of
mobility and public spaces. This may be an indicator of higher stress levels among Pakistani girls
and women and indicate that there is a need to develop and facilitate healthy outdoor activities
The latter part of our interviews focused on exploring the effects of gaming on the
player's personality. Such questions were asked with the aim of understanding if gaming has had
34
an impact on the individual's personality and, if so, to what extent. This helps shed light on how
The most played games amongst the 30 participants consisted of three types: role-playing
games, simulation games, and strategy games. The most common personality trait that was
observed was aggression, especially when the players lost a game. Several respondents described
how gaming had triggered instances of anger and aggression on various occasions. Some players
reported how this might be because they are unable to perform satisfactorily or if their team
members are displaying a disappointing performance within the game. It was observed that since
these participants engage in games that involve team effort, strategic tactics, and handling
immense pressure, there are certain emotions connected to the activity of playing. Thus, when
these individuals lose a game, one that they have been playing for several hours, the negative
emotions become a common result, and that leads to aggressive outbursts. It is the same for
many female participants as well when asked the same question. Therefore, the changes in
personality regarding aggression do not conform to simply just one gender or the other; rather, it
Respondents had varying views when asked how they perceived gaming to have affected
their personalities. Many players believed that gaming had a positive impact on their
personalities. For example, gaming helped them polish their reflexes. They also revealed how
gaming allowed them to think analytically and be able to multitask efficiently. Moreover, since
online gaming allows individuals to play with one another virtually, either in a pair setting or in a
group setting, communication remains a key component. Apart from the valuable gaming
friendships, respondents also expressed how communicating with other gamers had not just
allowed them to interact and become more social but also patient and empathetic when it came to
35
their interactions with other gamers. This was majorly linked to respondents revealing how the
toxic community gaming culture within Pakistan had allowed them to witness instances of
negative behaviour. Such personal experiences had led them to inculcate practising behaviours
that were aimed to ensure that they did not subject other gamers to similar incidents.
Regardless of gender, it can be observed how online gaming has led many individuals to
become socially aware and socially responsive. Since these particular individuals indulged in
playing games that required them to interact with other players online, it encouraged them to
become communicative and articulate in their interactions overall. This was shown to be
particularly important for the players who revealed that they had an introverted nature and had
trouble making new friends. It must also be noted that some respondents disregarded this notion
and explained how playing long hours of online gaming led them to become more anti-social and
reinforced their shy and reserved nature. This was mostly true for the players who carried out
gaming as a profession. Players also revealed that they felt detached from reality which hindered
Interestingly enough, only three out of the thirty participants implied how online gaming
had created a pathway for them to become creative: two of them being females and one of them
being male. This is an important observation as it reveals that even the unique experience
provided by gaming, the graphics and aesthetics of an entirely different fantasy world and even
the locations used within these games are not appealing enough to encourage players to get the
urge to explore new things in real life. It can also be inferred that this may be since the
participants simply considered gaming as an activity or escape that allowed them to distract
themselves but something that encouraged them to venture into other fields. The ones who did
mention that gaming had introduced them to other fields of interest expressed how playing
36
games that had different and unique genres inspired them to learn about anything new or unusual
that they came across. For example, one of the respondents explained how gaming rekindled his
past fascination with topics of history, Greek mythology, and astronomy. Another player also
described how the unique locations within gaming had been one of the main reasons to ignite his
newfound passion for travelling. It must also be noted that only the female players expressed the
impulse to explore their artistic side because of excessive gaming. It was found that they had a
keen interest in exploring the visuals, graphics, and music incorporated into the games.
On the other hand, the male players were more inclined toward exploring new
experiences in real life if they coincided with their idea of adventure and thrill. This may be an
interesting insight into how gaming influences an individual's characteristics and traits. While the
female players admitted that they actively took out the time to research any of the aspects of their
games that appealed to them, the male players only talked about how gaming could be related to
their interest in travel and adventure. With the female responses, it could be seen that the female
participants wished to venture out and explore the fields of arts as well as travel. They did not
necessarily seem to confine their interests to exploring gaming. Rather they were more inclined
toward exploring art, culture, and music, which created a distinctive contrast between the
Another nuance that was inferred from our findings relates to how most of the players
expressed that the reason they started gaming in the first place was due to peer pressure. Their
friends and family played a significant role in igniting their interest in the activity. Some of the
female respondents even expressed that they felt the need to game solely to rebel against their
elder peers and relatives, who discouraged them from doing so and claimed that it was not an
activity for girls. This sheds light on how different the experiences maybe for the male and
37
female players concerning their initial interest in gaming. While the male players described
positive and helpful remarks from their friends and family, some female players felt the opposite.
Communication and in Pakistan's sphere of online gaming. CMC could help socialise the
anxious (Desjarlais & Willoughby, 2010), as was reaffirmed by some of our respondents who
described themselves as introverts or socially inept. It also highlights how certain realities cannot
be escaped, even in the virtual world – like gender, race, or one's country of birth/residence. For
instance, not only are most Pakistanis used to scheduling their lives around power outages or
load-shedding, but it also puts them at a competitive disadvantage. The lack of recognition in
certain spheres, including that of online games, translates into the absence of servers in the
country, which affects the performance of Pakistani gamers. Thus, the global gaming community
can take away from this study and get the ball rolling for servers in countries with significant
Moreover, it is also essential to consider that while the majority of the respondents all
relayed how they were aware of the extent of toxic instances within gaming culture and had even
experienced it themselves, this did not hinder their urge to engage in the activity in any manner.
Similarly, respondents also described that there were times when losing in a game dampened
their mood and spirit, which did have an impact on the rest of their day as well, but they still
chose to continue gaming instead of acquiring any other activities to occupy themselves. These
factors reveal how the motive and need to game outweigh any negative connotations regarding
gaming. This is imperative since it portrays how the gratification that gamers achieve out of this
activity encourages them to continue playing, regardless of any negative experiences. For
example, even if a bad game spoiled their mood, some respondents revealed how they played in
38
a loop until they won. This indicates the sense of achievement and satisfaction that players gain
from playing and succeeding in any particular game, thereby causing the players to ignore any
drawbacks.
Limitations
While the current study offers surprising insights into the motivations behind the practice
of online gaming, and the gratifications gained from it, several limitations must be considered.
First, the data is qualitative; thus, there is a margin of researcher bias in interpreting the results.
Secondly, the study utilised purposive sampling and may not be generalisable to a broader
audience. Another major drawback of the study's sample was predominantly male. While this
reflected the Pakistani gaming community's gender divide, such a sample makes the study biased
and more reflective of male traits, views, and opinions. Third, since the study conducted in-depth
interviews, there are greater chances of participant bias. It is likely that participants altered or
exaggerated their responses to appear socially desirable or to downplay the reality of their
experiences. Lastly, since the study was conducted following the pandemic and lockdown
periods, there is a possibility that this influenced respondents' views regarding gaming and its
relative importance.
Future research could expand on the findings of this research. There are various nuances
and elements revealed that could prove to be a fruitful starting point for discussion and additional
research within the field of gaming. Differences in the motives, needs and preferred genre of
gaming highlighted between the male and female participants within the study need to be
explored thoroughly to examine the core causes behind such divergence. It is also crucial that
future research consists of cross-cultural research, considering cultural differences and a widely
39
representative sample that may be generalised to a sizeable population. Future studies could
conduct an experimental design that highlights a clear, causal relationship between certain
motives and their impact on the players. This study also may prove to be important for game
designers and developers. They can keep certain things in mind when creating games, like
focusing on team play settings because, according to our results, motivations for team play have
a significant relationship with building strong multiplex ties. It can also be valuable for
marketing teams, providing valuable insight into which games are less or more popular with
specific audiences. Besides, should organisers holding gaming events look to promote specific
teams at a competitive disadvantage, they may interpret this data as per their needs.
Conclusion
This research study demonstrates the importance and usefulness of the Uses and
Gratifications theory to online gaming in the context of Pakistan. The application of this
particular theory concerning the activity of online gaming helps in explaining the various and
varied reasons why Pakistani individuals choose to engage in online gaming in the first place.
The findings discussed in the results and discussions section of the research study from the in-
depth interviews provide a pervasive and comprehensive understanding of the notion of why
individuals practice online gaming. Furthermore, these findings can help understand and
comprehend the sentiments and motivations of individuals who play online games and the
The current study identifies motivations and gratifications for and from respectively,
individuals from the Pakistani gaming community. These include social interaction in the form
of creating online friendships and having virtual interactions, using online gaming as a means of
escape from reality, becoming more of an interactive individual than an introverted one, and a
40
mode of communication that is always available whenever one wants to reach out to whomever,
aggression and the rush of adrenaline as an aftereffect of online gaming. The study also
highlights how the respondents continue to practice online gaming even though the culture and
environment are sometimes deemed toxic. This further emphasises that the motivation to
continue playing online games is relatively high despite facing certain hindrances.
Additionally, the study also outlines certain notions about online gaming that affect their
motivation to practice online gaming. Some include parental concerns revolving around screen
time, internet connectivity issues, cyberbullying and harassment. After in-depth interviews and
discussions with respondents, we concluded that individuals playing online games could not
wholly detach themselves from their real-life surroundings despite wanting to do otherwise. It
created a contrast between the real and virtual worlds that the respondents engaged in, which
Therefore, this research contributes to the already existing literature in many ways. First
of all, the paper contributes towards the section for academics and practitioners that uses and
gratifications theory indeed has relevance to many forms of media and in particular towards
online gaming, its culture and the individuals who participate in it, specific to the context of
Pakistan. Secondly, the research paper's qualitative design provides a thorough and vibrant
understanding of how individuals practice online gaming and why they do so.
41
42
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