Chrome T-Rex Game: Exploring User Behavior during Internet Downtime

Tiffany Lo
4 min readJun 11, 2024

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Introduction

In today’s connected world, the internet is indispensable. Approximately 66% of the global population and 94.6% of Americans have internet access. Google Chrome dominates the browser market with a 64% share. Despite this connectivity, internet downtime is a common and frustrating experience, often leaving people disconnected from their online lives.

During these downtimes, one popular diversion is Google’s Dinosaur T-Rex Game, which appears on Chrome when the internet is unavailable. Launched in 2014 by the Chrome User Experience (UX) team, the game features a dinosaur navigating obstacles in a pixelated, arcade-style environment . Its simplicity and engaging nature have made it a hit, especially in regions with unreliable internet like India, Brazil, and Indonesia. This study explores how users’ emotional states influence their choice to play this game during internet downtime.

Research Hypothesis

Users’ choice to play the Dinosaur T-Rex Game during internet downtime is influenced by their current emotional state and mood.

Literature Review

Research indicates that internet usage and gaming impact emotions and well-being. Video games can meet psychological needs such as autonomy, competence, and relatedness, aiding self-regulation. However, there is limited literature on gaming behavior specifically during internet downtime.

Flow Theory: Developed by Mihaly Csikszentmihalyi, flow theory describes a state of deep immersion in an activity, providing joy and motivation even without external rewards. This theory helps explain why users might engage deeply with the Dinosaur T-Rex Game during downtime.

Technology Acceptance Model (TAM): TAM suggests that perceived usefulness and ease of use determine technology acceptance. Applying TAM, this study examines how these perceptions affect users’ engagement with the Dinosaur T-Rex Game during internet downtime.

Methods

Study Design: A cross-sectional survey was conducted to explore the relationship between users’ emotional states and their gaming activities during internet downtime, focusing on the Dinosaur T-Rex Game. The survey collected demographic information and data on internet downtime experiences, emotional states, and game engagement.

Participants: Participants were recruited online through platforms like Discord, Instagram, WhatsApp, and Messenger. Participation was voluntary.

Survey Instrument: The survey, created with Google Forms, included multiple-choice and open-ended questions to gather quantitative and qualitative data.

Data Collection Procedure: Data were collected over nine days. Participants completed the online survey at their convenience.

Data Analysis: Quantitative data were analyzed using descriptive statistics. Correlational analyses examined the relationship between emotional states and gaming choices. Qualitative data from open-ended questions were analyzed for themes.

Results

Participant Characteristics:

  • Gender: 67.3% female, 30.8% male, 1.9% non-binary.
  • Age: 65.4% aged 18–24, with other age groups less represented.

Key Findings:

  • 59.6% rarely experienced internet downtime; 28.8% occasionally experienced it.
  • Common emotions during downtime: frustration, boredom, irritation.
  • 73.1% played the Dinosaur T-Rex Game during downtime.
  • 36.5% felt the game positively impacted well-being; 32.7% did not; 30.8% were neutral.

Qualitative responses indicated that emotional states influenced the decision to play the game, often for distraction or anxiety relief.

Discussion

The survey results support the hypothesis that emotional states influence users’ choice to play the Dinosaur T-Rex Game during internet downtime. However, perceptions of this influence varied, with some participants seeing it as significant and others as neutral.

Limitations:

  • Convenience sampling limits generalizability.
  • Self-reported data may be biased.
  • Cross-sectional design prevents causal inferences.

Future Research Directions:

  • Use a more representative sample across diverse demographics.
  • Conduct longitudinal studies to observe changes over time.
  • Employ experimental designs to establish causality.

Conclusion

This study examined the link between users’ emotional states and their choice to play the Dinosaur T-Rex Game during internet downtime. Findings suggest the game serves as a popular distraction and mood regulator. However, perceptions of its impact on well-being and the influence of emotional states varied. Future research should continue exploring these dynamics to enhance understanding and improve user experience.

References

Bose, D. K. (2008). Mihalyi Csikszentmihalyi. Flow: The Psychology of Optimal Experience. Information Design Journal, 16(1), 75–77. https://doi.org/10.1075/idj.16.1.11bos

Gabriel, S., Bettes, A., & Jung, E. (2018, September 6). As the chrome dino runs, we caught up with the Googlers who built it. Google. https://blog.google/products/chrome/chrome-dino/

Griffin, A. (2023, November 28). Scientists release findings from major study into internet and mental health — with surprising conclusion. The Independent. https://www.independent.co.uk/tech/internet-mental-health-wellbeing-oxford-b2454381.html

Luxford, E., Türkay, S., Frommel, J., Tobin, S. J., Mandryk, R. L., Formosa, J., & Johnson, D. (2022). Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being. Cyberpsychology, Behavior and Social Networking, 25(5), 310–315. https://doi.org/10.1089/cyber.2021.0321

Miller, K. D. (2024, March 8). Flow theory in psychology: 13 key findings & examples. PositivePsychology.com. https://positivepsychology.com/theory-psychology-flow/

Pelchen, L. (2024, March 1). Internet usage statistics in 2024. Forbes. https://www.forbes.com/home-improvement/internet/internet-statistics/

Poppy, K. (2023, May 9). Google dinosaur game: A way to pass time on Chrome. WLNS 6 News. https://www.wlns.com/business/press-releases/ein-presswire/632656689/google-dinosaur-game-a-way-to-pass-time-on-chrome/

Thompson, P. (2019, August 15). 10.1 technology acceptance model. Foundations of Educational Technology. https://open.library.okstate.edu/foundationsofeducationaltechnology/chapter/2-technology-acceptance-model/

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