“…On the other hand, games are fun activities, however they are also viewed by many individuals as an escape from the stress posed by real life, a pastime activity, or a means to socialization (Cheng, 2007;Yee, 2006). The effects of these approaches can be seen in the individual preferences for different games or for certain behavior specific to different profiles (Giammarco, Schneider, Carswell & Knipe, 2015;Lazzaro, 2004;Herodotou, Kambouri & Winters, 2011;Kort-Butler, 2020). An examination of studies dealing with factors affecting individuals' game preferences reveals three main categories: demographic factors (Crawford & Gosling, 2005;Durdu, Hotomaroğlu & Çağıltay, 2004;Horzum, 2011;Lucas & Scherry, 2004;Marshall & Foran, 2008;Prensky, 2001;Pala & Erdem, 2011;Quaiser-Pohl, Geiser & Lehman, 2006;Sherry, De Souza, Greenberg & Lochan, 2003;Stavropolos, Rennie, Morcos, Gomez & Griffiths, 2020;Wasserman & Rittenour, 2019), in-game behavior and motives for playing (Giammarco, Schneider, Carswell & Knipe, 2015;Lazzaro, 2004;Herodotou, Kambouri & Winters, 2011;Wang, Sapienza, Culotta & Ferrara, 2019), and playing habits (Ayan, 2013;Juul, 2002;Kirman & Lawson, 2009;Lee & LaRose, 2007;Liao, Tseng, Cheng & Teng, 2020;Manero, Torrente, Freire & Fernández-Manjón, 2016;Mulligan & Patrovsky, 2003;Palomba, 2019;Scharkow, Festl, Vogelgesang & Quandt, 2015;Tatlı, 2018).…”