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American Journal of Play
The study used an online survey of 243 self-selected Finnish respondents and 22 remote interviews. The author notes the survey was not representative.
Sample. The survey drew 243 self-selected Finnish respondents, and 22 people were interviewed remotely.
Elisa Wiik's study examines why Finnish players abandon or reduce their gaming, arguing that the demands games place on players, including time, dedication, cost, effort, and social expectations, act as thresholds that push people away. Drawing on an online survey of 243 self-selected Finnish respondents and 22 remote interviews, the work situates these findings within leisure-constraint theory and the "hegemony of play," which privileges hardcore, white, male players and can marginalize others. Because the survey was not representative, and efforts to reach offline respondents were limited to library fliers, the findings are best read as illuminating patterns within a particular, digitally connected population rather than as national estimates.
The respondents' reasons for quitting or cutting back fall into several groupings: material and immaterial resources, wellbeing, social circumstances, competing responsibilities, and a waning appeal of games. Play was found to be highly fluid and intermittent, a pattern accelerated by COVID-19, which pushed many activities toward remote digital tools. Many players, particularly those who had shifted to short casual mobile games, expressed dissatisfaction and said they would play more if the time, concentration, and preparation demanded by longer or more complex games were reduced. Adults with demanding jobs or family obligations were especially likely to limit or give up play, often with frustration or a sense of exclusion, and the study links these barriers to design norms that favor efficient, competitive, and male-coded play. The author cites evidence that female playable characters in top UK games increased by only about one percentage point between 2005 and 2017.
The study concludes that such demands are not inherently harmful but become problematic when they exclude players. It proposes applying Stenros and Sotamaa's player service model, through measures such as customizable accessibility options, easier onboarding, and stronger initiation support, to lower participation thresholds, while recognizing that digital alternatives are themselves uneven due to cost, connectivity, and digital fatigue.
DiGRA · 2011