Ingress Players Survey

As part of our promise to participants in the Ingress Players Survey we are posting the results here. We also interviewed a number of respondents which accounted for a large portion of the time spent on data collection and analysis. Thank you for your patience as collecting and analyzing all the data we acquired took some time.

Participants in the survey were Ingress players over the age of 18. We received 1973 usable responses. At the time of collection the highest level an Ingress player could reach was Level 8. As with all surveys of this nature, self-selection and self-reported responses are a limitation of the results, as is the distribution method: we distributed the survey through established Ingress communities so the ability to reach new players was limited.

Players from 57 countries responded to the survey. Below is a breakout of the top ten countries represented. The majority of participants were located in the United States.

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Here is the breakout by Faction:

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Male respondents outnumbered female respondents by approximately 3-1.

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Respondents marital status is listed below:

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Players were asked how long they had been playing. Given that the survey was distributed through established communities (and time playing is a condition of being invited to a community), it is not surprising that the majority had been playing for over 6 months:

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Players were asked to provide information about their education level, employment and income level. We have broken that information out by Faction and presented it below:

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Players were asked about the disclosures they make while playing. Because players were offered the option to “select all that apply” the totals add up to more than 100%. To read this table, for example, we would say “93% of respondents were asked to join a community.”

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Players were asked to select “all that apply” in regards to their modes of their transportation. As a result, the total adds up to more than 100%. To read this table, for example, we would say, “65% of respondents walk while they play.”

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Players were asked about the amount of money they spend on transportation for the game per week:

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Players were asked about the time of day they typically play. Players could select “all that apply” so the total adds up to more than 100%. To read this table, for example, we would say, “36% of respondents play in the morning.”

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Players were asked if they engaged in any “risky” behaviors while they play. Risky behaviors included playing in an area they deemed high crime, during severe weather, on dangerous terrain, or trespassing. Because players were asked to select “all that apply” the total adds up to more than 100%. To read this table, for example, we would say, “54% of respondents play in an area they deem high crime.”

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Thank you to all who participated.

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