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A uses and gratifications approach to why Pakistanis engage in online gaming

Komal Salman

Mahin Allaudin

Zoha Mazhar

Supervisor: Dr Muhammad Arif

May 15, 2022

Department of Mass Communications,

School of Social Sciences and Humanities,

National University of Sciences and Technology, H-12, Islamabad, Pakistan


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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

online gaming in Pakistan.

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

for ourselves: contributing value to the field of online gaming in Pakistan.

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

Gaming behaviour and experiences concerning gender differences remain an

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

Theoretical framework ............................................................................................................... 7

Literature review ...................................................................................................................... 12

Research questions ................................................................................................................... 18

Research methodoly ................................................................................................................. 18

Results ...................................................................................................................................... 20

Discussion ................................................................................................................................ 29

Limitations ............................................................................................................................... 38

Recommendations and future research .................................................................................... 38

Conclusion ............................................................................................................................... 39

References ................................................................................................................................ 42

List of Figures

Figure 1: Conceptual Model .................................................................................................... 10

Figure 2: Age groups for respondents starting online gaming................................................. 21

Figure 3: Age groups for male respondents starting online gaming ........................................ 21

Figure 4: Age groups for female respondents starting online gaming ..................................... 22

Figure 5: Classifying the types of games played ..................................................................... 29

Figure 6: Classifying the types of games played by males ...................................................... 29


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Figure 7: Classifying the types of games played by females ................................................... 30

Figure 8: Male atttitudes towards gaming friendships............................................................. 32

Figure 8: Female atttitudes towards gaming friendships ......................................................... 32


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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

been progressing as well. International Game Developers Association, in collaboration with

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

studios, and a Lahore-based start-up, Mindstorm studios, developed the first-ever

commercialised video game Cricket Revolution (Jafri, 2019.)


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Pakistani players have participated in and won various tournaments on an international

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

Highest Overall Earnings - Esports Player Rankings, n.d.).

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,

which we later concluded at the end of our research.

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

various forms of media present at the time in the 1940s.

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,

demassification, hypertextuality, and asynchronicity. Exploring the interpersonal and qualitative

aspects of computer-mediated communication is also vital to providing a more holistic

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

becoming such a global phenomenon.

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

players to communicate and exchange results. Computer-mediated communication (CMC) in

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.

Figure 1: Conceptual Model (Salubi and Muchaonyerwa, 2018)

The figure above demonstrates that UGT constructs that need to be gratified by engaging

in online gaming follow a pattern.

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

affective, cognitive, personal and socially interactive, and leisure needs.

Therefore, the perceived performance of a specific online game leads to certain

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

another game instead.

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

wellness, there is hand-eye coordination, like in sharpshooter or car-racing games, strategic

planning, and execution of planned missions in multiplayer settings that satisfy cognitive needs.

Similarly, affective needs demand an emotive, pleasurable, or aesthetic experience. As

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

(Steinkuehler & Williams, 2006).

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

social interaction, education, entertainment, and escapism.

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

express themselves effectively.

Another study consisting of American and Taiwanese participants examined the

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

motivating factors for gaming.

Similarly, a study in Hong Kong investigated the effects of gaming motivations on

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

and how the findings have led to insightful data collection.

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

seek out friendships or communal bonding experiences (Choi et al., 2012).

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

motivation levels when they had virtual relationships.


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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

(Latif, 2020) continually.

We reviewed multiple studies on game dependency, addiction or gaming, and behaviour

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

cognitive abilities and learning (Asim, 2021).

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

online gamers in Pakistan.


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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

differences between Pakistan and studies in other countries quoted earlier.

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

We have designed our research questions to allow us to explore the motivations of

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,

personal, and social integrative needs and leisure needs.

R.Q.1: What motivates Pakistani males and females to engage in online gaming?

R.Q.2: What gratifications do Pakistanis get from engaging 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

behaviour across both genders.

In-depth interviews allowed for a detailed and comprehensive understanding of 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

culture and the process of gaming itself.


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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

a unique grasp of the respondent's perspective.

While it is important to acknowledge the respondent's emotions and feelings towards

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

represent when our respondents started online gaming.


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Figure 2: Age groups for respondents beginning to engage in online gaming

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

avatars and interact with other players (Blasi et al., 2019).

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

male respondents mentioned how gaming is a "distraction from my family problems."

(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

provides a sense of achievement and empowerment.


25

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.

Respondents referred to gaming to "overcome their boredom or to find something to captivate

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

storytelling aspect that appealed to the players.

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

"wholesome". (Interviewee 28)

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

sudden loneliness." (Interviewee 12)


28

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

gaming endeavours further.

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

men and women.

Figure 5: Classifying the types of games our respondents engage in

Figure 6: Classifying the types of games our male respondents engage in


30

Figure 7: Classifying the types of games our female respondents engage in

We classified the types of games our respondents play according to category. We

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

augmented reality games.

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

certain age group, like teenagers (Desai et al., 2010).

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.

Figure 8: Male attitudes towards gaming friendships

Figure 9: Female attitudes towards gaming friendships


33

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

significant effect of socialising in online gaming communities on the probability of meeting

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

of meeting originally online friends personally.

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

for girls. It certainly raises a subject for future research.

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

their gaming experiences shape their traits, characteristics, etc.

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

was an element common to both.

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

their progress in their real lives.

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

responses received from the male interviewees.

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.

These results are significant in light of the possibilities of Computer-Mediated

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

numbers of gamers but lack recognition.

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.

Recommendations and Future Research

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

influence it exerts on their minds and personalities.

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

they also referred to in their answers.

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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