With survey results tallied, time to begin looking behind the data in this year's The Great Wargaming Survey (GWS2021). Kicking off the analysis, I take a look at remote gaming.
Having made the leap into remote figure wargaming almost a year ago, I was especially interested in seeing responses to the two, new survey questions relating to remote wargaming. Those two survey questions asked about remote gaming participation and continuation.
When considering this topic and the questions asked, a few of the questions that came to mind were:
- Is remote gaming a niche within a niche?
- Is remote gaming a transitory means of gaming that will fade quickly after Face-to-Face (F2F) restrictions are lifted?
- Does remote gaming have an effect on gaming frequency?
- Is remote gaming age-dependent?
With survey results in, I hope to address and answer some of these questions.Participation Rate:
With a total response of 11,172 respondents (the largest response total to date, I think), does remote gaming represent a small percentage of gaming activity when compared to Face-to-Face gaming? Table 1 suggests otherwise.
While remote gaming allows gaming to continue even when F2F gaming is not possible or discouraged, do gamers participating in remote gaming play more frequently? Since that direct question cannot be answered specifically from the survey, can we infer that increases in remote gaming contribute to increased gaming?
As seen from findings from past surveys, age group differences typically exist. Is participation in remote gaming age-based as well? With the exception of the always undercounted 20 and Under age group category, remote gaming participation falls monotonically as age increases. Is this tendency driven by technology or preferences for social interaction? See Figure 3.