# What Drives Saudi Gamers? A Study of Gender, Genre, and Geography

**Authors:** Sultan A. Alharthi

PMC · DOI: 10.3390/bs16020202 · Behavioral Sciences · 2026-01-30

## TL;DR

This study explores how gender and geography influence gaming preferences and motivations among Saudi gamers.

## Contribution

The study reveals regional and gender-based differences in gaming motivations in Saudi Arabia, challenging generalized assumptions.

## Key findings

- Men are more likely to be motivated by performance and competition in gaming.
- Women show stronger preferences for escapism and casual gameplay.
- Regional subcultures in Saudi Arabia systematically shape gaming behavior and preferences.

## Abstract

The rapid expansion of gaming and esports in Saudi Arabia has prompted new interest in understanding how social and regional factors shape digital play. One trend is the variation in gaming preferences and motivations across gender and geographic regions. Previous research on gaming behavior has often centered on Western contexts and cross-national comparisons, overlooking how subcultural variation may shape players’ motivations and genre choices. Through a nationwide survey of gamers in Saudi Arabia, distributed via gaming community platforms, we examined how gender and region relate to gaming motivations, preferred genres, and intention to continue playing. Quantitative data were analyzed using inferential statistical methods, while qualitative responses were examined through thematic analysis to identify recurring patterns and contextual insights. Findings reveal that men are more likely to report performance and competition-driven motivations, while women show stronger preferences for escapism and casual gameplay. These results indicate that regional subcultures within Saudi Arabia shape gaming behavior, challenging generalized assumptions about player preferences. By demonstrating systematic regional differences in gaming motivations and preferences, this study extends games user research and informs the development of culturally responsive game design strategies.

## Full-text entities

- **Diseases:** depression (MESH:D003866), injury to (MESH:D014947), addictive behavior (MESH:D000437), addiction (MESH:D019966), IGD (MESH:C535406), neck and back pain (MESH:D019547), Toxicity (MESH:D064420), bullying (MESH:D000073397)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## Figures

3 figures with captions in the complete paper: https://tomesphere.com/paper/PMC12938362/full.md

## References

75 references — full list in the complete paper: https://tomesphere.com/paper/PMC12938362/full.md

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Source: https://tomesphere.com/paper/PMC12938362