Gamers on Gaming
A Research Note Comparing Behaviors and Beliefs of Gamers, Video Game Players, and Non-Players
Bibliographic Data
| ID | 2291967 |
|---|---|
| Authors | Lisa A Kort‐butler (0000-0002-1880-8716, University of Nebraska–Lincoln, corresponding author) |
| Year | 2021 |
| Volume | 91 |
| Issue | 4 |
| Pages | 962-982 |
| Publication date | 2021-11-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Sociological Inquiry (JOURNAL) |
| Journal identifiers | ISSN: 0038-0245 • E-ISSN: 1475-682X |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/soin.12363 |
| OpenAlex | W3017704044 |
| Language | EN |
| Citations received | 8 |
| References cited | 26 |
Research often conflates video game players and 'gamers,' defining gamers by time spent playing or by type of game played. Such operationalization may be a matter of convention or, more problematically, based on stereotypical beliefs about gamers. With a survey of nearly 900 young adults, this study compared self-identified gamers to other video game players and people who do not play video games. There were behavioral differences in terms of time played, but few attitudinal differences across the groups with regards perceptions of media violence. Non-players, compared to players and gamers, tended to hold more negative attitudes about video games and their effects. Non-players also tended to be more socially engaged and have more social support, but gamers were not socially isolated. Notably, hours played did not consistently correlate with beliefs and behaviors. Results demonstrate the importance of recognizing the theoretical, empirical, and practical distinctions among hours played, gamer stereotypes, and gamer identity
Convention · Empirical research · Identity (music) · Multimedia · Operationalization · Perception · Sociology · Video game · Computer Science · Digital Games and Media · Gender, Feminism, and Media · Impact of Technology on Adolescents · Psychology · Social Psychology
Exploring the Role of Distress Tolerance and Neuroticism in Internet Gaming Disorder Among USA Young Adult Daily Gamers
Radiografía de un mito
Digital Conversations Around Fortnite
Cross-Cultural Analysis of Gamer Identity
Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality
The gamer identity scale
A Survey Study on Public Attitudes Toward Gaming Disorder
The well-being of gamers, video game players, and non-players
Geek or Chic? Emerging Stereotypes of Online Gamers
Social, Casual and Mobile Games The Changing Gaming Landscape
Problematic Video Game Use
Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems
What Does a Gamer Look Like? Video Games, Advertising, and Diversity
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
The ordinary player
Empathetic identification and punitiveness
Gaming Social Capital
How to be a gamer! Exploring personal and social indicators of gamer identity
Who plays, how much, and why? Debunking the stereotypical gamer profile
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture
Culture and Social Psychology
What is eSports and why do people watch it
Identity-Relevant Events and Psychological Symptoms
What Is Video Game Culture? Cultural Studies and Game Studies
| Unique citing works | 8 |
|---|---|
| Citations per year | 1,33 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 8 |