Full length article
Who is dating and gaming online? Categorizing, profiling, and
predicting online daters and gamers
Taewoo Nam, PhD
Department of Public Administration and Graduate School of Governance, Sungkyunkwan University, 25-2 Sungkyunkwan-ro, Jongno-gu, Seoul 03063,
South Korea
article info
Article history:
Received 14 November 2016
Received in revised form
19 March 2017
Accepted 20 March 2017
Keywords:
Online dating
Online gaming
Extrinsic motivation
Intrinsic motivation
Attitude
abstract
This analysis of U.S.-based survey data from the Pew Research Center profiles and categorizes online
daters and gamers to determine the factors predicting whether an individual has experience of online
dating or gaming. The profiles of online daters and gamers show sociodemographic differences by user
type (both daters and gamers, daters only, gamers only, and neither daters nor gamers). Attitudinal
differences are also identified across those user types and sociodemographic categories. The binary lo-
gistic regression analysis found that positive and negative attitudes about online dating and gaming exert
a significant influence on whether an individual has experience with either.
© 2017 Elsevier Ltd. All rights reserved.
1. Introduction
The main reasons people use the Internet are information,
communication, entertainment, work, school, relationships, mar-
ket, sexuality, and self-expression. Online dating and online gaming
have helped individuals fulfill their personal desires and needs in
terms of communication, entertainment, relationships, sexuality,
and self-expression, making online dating and gaming growing
areas of personal Internet use. Only two percent of American sin-
gles visited some form of online dating service before 2000, but
one-quarter of U.S. singles used such services in 2002 (Sautter,
Tippett, & Morgan, 2010, p. 556). According to the Pew Research
Center (2016), p. 15 percent of the whole U.S. adult population
had used an online dating site as of 2015. Remarkably, usage among
people in their late teens and early twenties jumped threefold, and
that among people in their late fifties and early sixties doubled
between 2013 and 2015. In the 1990s, when few people dated
online, many believed that online dating would attract shy and
anxious people who typically feel nervous and distressed in real-
life social interactions (McKenna & Bargh, 2000). In two decades,
online dating, with its prevalent usage across the population, has
evolved from a marginal to a mainstream, socially acceptable
practice (Rindfuss, Choe, Bumpass, & Tsuya, 2004; Sautter et al.,
2010, p. 559; Valkenburg & Peter, 2007 , p. 850). On the other
hand, online gaming has gained support from fans and enthusiasts
since its beginnings, but attitudes toward online games remain
complex, mixed, and often uncertain among the general public.
Nearly half of U.S. adults have ever played a video game, but only
one in 10 adults consider themselves gamers (Duggan, 2015).
Given those findings, one may wonder whether online dating
and online gaming, two major areas of personal Internet use, share
a significant categorical overlap. Regarding the inquiry, this study
addresses the following two questions: Who uses online dating
services and online gaming services? In light of that inquiry,
Internet users can be categorized into four segments: both online
daters and gamers, online daters only, online gamers only, and
neither online daters nor gamers. The study determines the soci-
odemographic conditions in which online daters and gamers have
similarities and disparities. The second research question is, what
factors determine whether individuals use online dating and/or
online gaming? Many previous studies, shedding light on the mo-
tivations and consequences of online dating and gaming, have
examined the determining effects of positive influences, but they
have overlooked the potential leverage of negative perceptions.
This study takes a balanced approach to both positive and negative
attitudes about online dating and gaming. The two research ques-
tions are addressed by categorizing and profiling online daters and
E-mail address: namtaewoo@skku.edu.
Contents lists available at ScienceDirect
Computers in Human Behavior
journal homepage: www.elsevier.com/locate/comphumbeh
http://dx.doi.org/10.1016/j.chb.2017.03.044
0747-5632/© 2017 Elsevier Ltd. All rights reserved.
Computers in Human Behavior 73 (2017) 152e160