https://www.lboro.ac.uk/media-...conomic-backgrounds/
- looking at high/low SES and gaming habits and rationales.
- noted the social needs of both groups being fulfilled, though also looked at participation gaming over time - e.g. does it continue over longer periods or do folks "move on" from it to other roles/activities; as well as choice in games vs. "social pressure" to participate in various games.
- people experiencing physical or mental health issues relied more on games for escapism.