Abstract—The main aim of this article is to show the characteristics of individuals playing computer games and their styles of play. In order to present the relevant data, the authors limited the study sample to a selected group of individual users. In the current paper the authors presented the commonalities of gamers, their approach towards participation in games, and the awareness of potential changes and improvements in the area. They also held discussions concerning the obtained solutions and drew conclusions based on the present stage of research. I. INTRODUCTION The main aim of this work is to analyze the use of computer games as one of the alternative forms of entertainment in the selected group of users under the circumstances of a dy- namic development of devices and mobile applications run- ning on them. The aim of this article is to analyze the situa- tion where computer games are used by people who treat them not only as a form of entertainment but also as a kind of sport. The popularity and specific universal nature of the access to computer games facilitates a fast development of information technologies. A broadly defined concept of mo- bility also impacts the use of computer games, moving the focus from using PCs to the use of smartphones and tablets. According to the statistics of Newzoo [12] service, in Poland in 2013 the number of gamers amounted to 13.4 mil- lion, out of which 98% used their PCs to play computer games (together with other platforms). We take the second position in Europe among the examined countries. The mar- ket of computer games in Poland is growing every year – in the end of 2014 it was worth about 280 million dollars and it will be growing by 3.8% a year, thus increasing the value of the entire market to 437 million dollars at the end of 2016 [9]. Hence, undoubtedly the subject matter is worthy of at- tention. Unfortunately, the phenomenon itself is difficult to define and examine taking into account the formalized scientific analyses. Firstly, there is no clear definition of computer games [8, 10, 11, 13, 15, 20, 24]. In its narrow sense, this concept is treated literally as games in the form of software running only on traditional hardware such as (desktop, mi- crocomputers, laptops or palmtops). In its broad, historical approach, the group encompasses also games running on de- vices such as a console, TV, gaming machines, smartphones and tablets (which are in fact communication and applica- tion computers). As the games running on all kinds of de- vices were being developed in parallel, and, in fact, there are PC equivalents of all kinds of games, we sometimes use this term in its broad meaning. Thus, for the needs of this study, the authors assumed that computer games are a generic term (hypernym) encapsulating the whole class of all kinds of games presented as a homogenous phenomenon. Secondly, there is no one generally accepted definition of a person playing computer games (e-gamer). Thus, in the narrow sense of the word, an e-gamer is a person who plays com- puter games every day or a few times a week, individually or taking part in a multi-player game. Sometimes, the scope of this term is limited to include only those players who treat MMO (Massively Multiplayer Online games) class games as a sport, and they try to play them professionally. However, we observe a more and more common tendency to expand the term to include also any individuals who play any kind of game from time to time, perceiving it as just one more al- ternative kind of entertainment. This article treats the con- cept of e-gamers in such a way. Thirdly, there is no (specific or clear) classification of computer games: there are a num- ber of typologies based on various criteria, most frequently taking into account the type of activity required from the e- gamer playing games (e.g. logic, strategic, arcade, RPG (role-playing games), MMO (Massively Multiplayer Online games) etc., with a number of varying kinds and versions. The phenomenon of computer games has been examined in numerous studies, in numerous countries and social groups [e.q. 4, 6, 7, 22, 25], including large-scale studies [e.g. 5, 21, 26]; nevertheless, they were carried out before the recent period of extreme popularity and growth in the number of applications running on smartphones and tablets. And the second point is – that they are concentrated on sta- tistics of the players (with their features) or social field of problem rather then on IT development. The authors hoped to establish certain implications of the new phenomena with regard to the direction of computer games development. Therefore, the authors have undertaken the studies whose main aim is to analyze the use of such applications among users. The findings presented in this article constitute a brief report on the first stage of the research conducted among the gamers in Poland in 2015. Analysis of users of computer games Witold Chmielarz University of Warsaw Faculty of Management ul. Szturmowa 3 02- 678 Warszawa, Poland Email: witold.chmielarz@uw.edu.pl Oskar Szumski University of Warsaw Faculty of Management ul. Szturmowa 3 02- 678 Warszawa, Poland Email: oskar.szumski@uw.edu.pl Proceedings of the Federated Conference on Computer Science and Information Systems pp. 1139–1146 DOI: 10.15439/2016F313 ACSIS, Vol. 8. ISSN 2300-5963 978-83-60810-90-3/$25.00 c 2016, IEEE 1139