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A gamer is someone who plays interactive games, either video games, tabletop role-playing games, skill-based card games, or any combination thereof, and who often plays for extended periods of time. Originally a hobby, gaming has evolved into a profession for some, with some gamers routinely competing in games for money, prizes, or awards. In some countries, such as the US, UK, and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, such as through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. In 2021, there were an estimated 3.24 billion gamers across the globe.


Etymology

The term ''gamer'' originally meant '' gambler'', and has been in use since at least 1422, when the town laws of Walsall, England, referred to "any dice-player, carder, tennis player, or other unlawful gamer". However, this description has not been adopted in the United States, where it became associated with other pastimes. In the US, they made their appearance as wargames. Wargames were originally created as a military and strategy tool. When '' Dungeons & Dragons'' was released, it was originally marketed as a wargame, but later was described by its creators as a
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
. They called their players ''gamers'' and this is where the word changed definition from someone who gambles to someone who plays board games and/or video games.


Categories

In the United States as of 2018, 28% of gamers are under 18, 29% are 18–35, 20% are 36-49 and 23% are over 50. In the UK as of 2014, 29% are under 18, 32% are 18-35 and 39% are over 36. According to
Pew Research Center The Pew Research Center is a nonpartisan American think tank (referring to itself as a "fact tank") based in Washington, D.C. It provides information on social issues, public opinion, and demographic trends shaping the United States and the w ...
, 49% of adults have played a video game at some point in their life and those who have are more likely to let their children or future children play. Those who play video games regularly are split roughly equally between male and female, but men are more likely to call themselves a gamer. As of 2019, the average gamer is 33 years old.


Female gamer/gamer girl

A female gamer, or gamer girl or girl gamer, is any female who regularly engages in playing video games. According to a study conducted by the Entertainment Software Association in 2009, 40% of the game playing population is female, and women 18 or older comprise 34% of all gamers. Also, the percentage of women playing online had risen to 43%, up 4% from 2004. The same study shows that 48% of game purchasers are female. According to a 2015 Pew survey, 6% of women in the United States identify as gamers, compared to 15% of men, and 48% of women and 50% of men play video games. Usage of the term "girl gamer" is controversial. Some critics have advocated use of the label as a reappropriated term, while others see it as nondescriptive or perpetuating the minority position of female gamers. Some critics of the term believe there is no singular definition of a female gamer and that they are as diverse as any other group. However it is generally understood that the term "girl gamer" implies that it is a girl who plays video games.


Psychology

Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors. Widely regarded as one of the most accomplished and influential designers in the history of video games, he is ...
says that "I think that first a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get that sense of satisfaction of completing something." In April 2020, researchers found that top gamers shared the same mental toughness as Olympian athletes. Escapism is a major factor in why individuals enjoy gaming. This idea of being in another world while gaming has become very common with gamers, these video games create a new world where these gamers feel they fit in and can control what is going on. Gaming is a form of escapism,
Hideo Kojima is a Japanese video game designer, director, producer and writer. He is regarded as an auteur of video games. He developed a strong passion for action/adventure cinema and literature during his childhood and adolescence. In 1986, he was hired ...
states that "If the player isn't tricked into believing that the world is real, then there's no point in making the game."


Types and demographics


Sexes

Two highly controversial issues surrounding the gaming world in today's day and age are ideas of gender roles and LGBTQ+ involvement in the gaming industry. It is first important to understand the difference between men and women in the world of gaming. Although roughly the same number of men and women play games, the stereotype of a gamer is one that is predominantly male. A justification sometimes given for this is that while many women occasionally play games, they should not be considered "true" gamers because they tend to play games that are more casual and require fewer skills than men. This
stereotype In social psychology, a stereotype is a generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can be, for example ...
is perpetuated by the fact that at a professional level, most of the teams competing are composed of men, while female gamers of moderate skill are rendered invisible. The average gamer is seen as a male player who is usually Caucasian. A study has shown 48% of game purchases are from female consumers, but in 2015 only 6% of women that are in the U.S. identify as a gamer. Ideas behind the word "girl gamer" tend to spark a contentious reaction, and the use of this name has been supported as a title that is seen as a reappropriated term.


Gaymer

Besides the distinction of a "girl gamer" from a "male gamer", there is also a common understanding as
stereotype In social psychology, a stereotype is a generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can be, for example ...
of a "Gaymer." A Gaymer is a depiction of a gay gamer, and someone who identifies their sexual orientation to be a part of the LGBT ( gay,
bisexual Bisexuality is a romantic or sexual attraction or behavior toward both males and females, or to more than one gender. It may also be defined to include romantic or sexual attraction to people regardless of their sex or gender identity, whi ...
,
lesbian A lesbian is a Homosexuality, homosexual woman.Zimmerman, p. 453. The word is also used for women in relation to their sexual identity or sexual behavior, regardless of sexual orientation, or as an adjective to characterize or associate n ...
, or transgender) community while participating in video games. The concept of Gaymers is a part of two surveys in 2006 and 2009. The 2006 survey took note of the levels of detriment that Gaymers may have experienced, and the 2009 survey kept detail of the content that Gaymers would find to be normalized in video games. Staying the topic of ideas behind gaming and the relationship with the LGBTQ community, it has been noted that video games are starting to develop more characters and depictions of members from this specific community. Some of the topics of these specific LGBTQ-friendly video games include such ideas as
coming out Coming out of the closet, often shortened to coming out, is a metaphor used to describe LGBT people's self-disclosure of their sexual orientation, romantic orientation, or gender identity. Framed and debated as a privacy issue, coming out of ...
stories and
queer ''Queer'' is an umbrella term for people who are not heterosexual or cisgender. Originally meaning or , ''queer'' came to be used pejoratively against those with same-sex desires or relationships in the late 19th century. Beginning in the lat ...
relationships. These games are also providing the option of character creation with different forms of gender expression along with more LGBTQ romance options. One example of these games in the LGBTQ+ realm of dating would be '' Dream Daddy: A Dad Dating Simulator,'' released in 2017. The game had many queer individuals debating, but the overall representation of the game was applauded by many LGBTQ+ people due to its accurate presentation and the way that it provided comfort to people of many sexualities. Having more of these gender- and sexuality-friendly games is providing LGBTQ+ members with a safe space to feel welcome and explore their queerness in a more confident manner.


Dedication spectrum

It is common for games media, games industry analysts, and academics to divide gamers into broad behavioral categories. These categories are sometimes separated by level of dedication to gaming, sometimes by primary type of game played, and sometimes by a combination of those and other factors. There is no general consensus on the definitions or names of these categories, though many attempts have been made to formalize them. An overview of these attempts and their common elements follows. * '' Newbie'': (commonly shortened to "noob", "n00b", or "newb") A slang term for a novice or newcomer to a certain game, or to gaming in general. * ''Casual gamer'': The term often used for gamers who primarily play
casual games A casual game is a video game targeted at a mass market audience, as opposed to a Hardcore gamer, hardcore game, which is targeted at Gamer#Dedication spectrum, hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They genera ...
, but can also refer to gamers who play less frequently than other gamers. Casual gamers may play games designed for ease of gameplay, or play more involved games in short sessions, or at a slower pace than hardcore gamers. The types of game that casual gamers play vary, and they are less likely to own a dedicated video game console. Notable examples of casual games include '' The Sims'' and '' Nintendogs''. Casual gamer demographics vary greatly from those of other video gamers, as the typical casual gamer is older and more predominantly female. Fitness gamers, who play motion-based exercise games, are also seen as casual gamers. * ''Core gamer'': (also mid-core) A player with a wider range of interests than a casual gamer and is more likely to enthusiastically play different types of games, but without the amount of time spent and sense of competition of a hardcore gamer. The mid-core gamer enjoys games but may not finish every game they buy and is a
target consumer A target market, also known as serviceable obtainable market (SOM), is a group of customers within a business's serviceable available market at which a business aims its marketing efforts and resources. A target market is a subset of the total m ...
. Former Nintendo president Satoru Iwata stated that they designed the Wii U to cater to core gamers who are in between the casual and hardcore categories. A number of theories have been presented regarding the rise in popularity of mid-core games. James Hursthouse, the founder of Roadhouse Interactive, credits the evolution of devices towards tablets and touch-screen interfaces, whereas
Jon Radoff Jon Radoff (born September 17, 1972) is an American entrepreneur, author and game designer. His work has focused on online communities, Internet media and computer games. He is CEO and co-founder of Beamable, a Live Game services platform th ...
of Disruptor Beam compares the emergence of mid-core games to similar increases in media sophistication that have occurred in media such as television. * ''Hardcore gamer'': Ernest Adams and Scott Kim have proposed classification metrics to distinguish "hardcore gamers" from casual gamers, emphasizing action, competition, complexity, gaming communities, and staying abreast of developments in hardware and software. Others have attempted to draw the distinction based primarily on which platforms a gamer prefers, or to decry the entire concept of delineating casual from hardcore as divisive and vague.


Professional gamer

Professional gamers generally play video games for prize money or salaries. Usually, such individuals deeply study the game in order to master it and usually to play in competitions like
esports Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although orga ...
. A pro gamer may also be another type of gamer, such as a hardcore gamer, if he or she meets the additional criteria for that gamer type. In countries of Asia, particularly South Korea and China, professional gamers and teams are sponsored by large companies and can earn more than a year. In 2006, Major League Gaming contracted several '' Halo 2'' players including Tom "Tsquared" Taylor and members of
Team Final Boss Final Boss (known earlier as Shoot to Kill and Team 3D) was a professional esports team that competed in ''Halo'' competitions sponsored by Major League Gaming (MLG) and other tournaments. With its most successful lineups consisting of a core ...
with $250,000 yearly deals. Many professional gamers find that competitions are able to provide a substantial amount of money to support themselves. However, oftentimes, these popular gamers can locate even more lucrative options. One such option is found through online
live streaming Livestreaming is streaming media simultaneously recorded and broadcast in real-time over the internet. It is often referred to simply as streaming. Non-live media such as video-on-demand, vlogs, and YouTube videos are technically streamed, but no ...
of their games. These gamers who take time out of their lives to stream make money from their stream, usually through sponsorships with large companies looking for a new audience or donations from their fans just trying to support their favorite streamer. Live streaming often occurs through popular websites such as Twitch and YouTube. Professional gamers with particularly large followings can often bring their fan bases to watch them play on live streams. An example of this is shown through retired professional '' League of Legends'' player Wei "CaoMei" Han-Dong. Han-Dong had decided to retire from
esports Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although orga ...
due to his ability to acquire substantially higher pay through live streaming. His yearly salary through the Battle Flag TV live streaming service increased his pay to roughly $800,000 yearly. Live streaming can be seen by many as a truly lucrative way for professional gamers to make money in a way that can also lessen the pressure in the competitive scene. We are seeing a rapid increase in the young video game players wanting to be professional gamers instead of the "pro athlete". The career path of becoming a professional gamer is open for anyone any race, gender, and background. The gaming community now has developed at a much faster rate and now is being considered esports. These more serious gamers are professional gamers; they are individuals that take the average everyday gaming much more seriously and profit from how they perform. Although the LGBTQ+ gamers are starting to make more of a mark in the gaming world, there are still many disadvantages to this process. Homophobia in the gaming world does tend to take a toll on the problem of an equally shared gaming experience. This is both an issue within the games industry and many areas of the games culture. The brings back the thought of importance for increasing LGBTQ representation in games, especially with such events as GaymerX. There is a study called the online roulette survey that shows that queer gamers are at a disadvantage financially for the fact that the highest earning professional gamers in the LGBTQ+ community bring in less money than popular heterosexual professional gamers. This highlights that not only is there a huge divide between male and female counterparts in the gaming industry, but there also happens to be a great divide when it comes to sexual preference in the gaming world, especially when it comes to the professional gaming scene. Often, tech companies' privilege men's point of view over women's participation in tech and their consumption, which could be seen as vice versa for people of a homosexual and heterosexual identity. The two topics will always hold a big weight in the gaming industry.


Retrogamer

A retro gamer is a gamer who prefers to play, and enough collect,
retro games Retrogaming, also known as classic gaming and old school gaming, is the current playing and collection of obsolete personal computers, consoles, and video games. Usually, retrogaming is based upon systems that are outmoded or discontinued, alt ...
—older video games and
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade v ...
s. They may also be called ''classic gamers'' or '' old-school gamers'', which are terms that are more prevalent in the United States. The games can be played on the original hardware, on modern hardware via emulation, or on modern hardware via ports or compilations (though those 'in the hobby' tend toward original hardware and emulation).


Classification in taxonomies

A number of taxonomies have been proposed which classify gamer types and the aspects they value in games. The Bartle taxonomy of player types classifies gamers according to their preferred activities within the game: * Achievers, who like to gain points and overall succeed within the game parameters, collecting all rewards and game badges. * Explorers, who like to discover all areas within the game, including hidden areas and glitches, and expose all game mechanics. * Socializers, who prefer to play games for the social aspect, rather than the actual game itself. * Beaters, who thrive on competition with other players. * Completionists, who are combinations of the Achiever and Explorer types. They complete every aspect of the game (main story, side quests, achievements) while finding every secret within it. The
MDA framework In game design the Mechanics-Dynamics-Aesthetics (MDA) framework is a tool used to analyze games. It formalizes the properties of games by breaking them down into three components: Mechanics, Dynamics and Aesthetics. These three words have been ...
describes various aspects of the game regarding the basic rules and actions (''Mechanics''), how they build up during game to develop the gameplay (''Dynamics''), and what emotional response they convey to the player (''Aesthetics''). The described esthetics are further classified as Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression and Submission. Jesse Schell extends this classification with Anticipation,
Schadenfreude Schadenfreude (; ; 'harm-joy') is the experience of pleasure, joy, or self-satisfaction that comes from learning of or witnessing the troubles, failures, or humiliation of another. It is a borrowed word from German, with no direct translation ...
, Gift giving, Humour, Possibility, Pride, Purification, Surprise, Thrill, Perseverance and Wonder, and proposes a number of generalizations of differences between how males and females play.


Avatar

Creating an avatar can be one of the first interaction that a potential player makes to identify themselves among the gaming community. An avatar, username, game name, alias, gamer tag, screen name, or handle is a name (usually a pseudonym) adopted by a video gamer, often used as a main preferred identification to the gaming community. Usage of user names is often most prevalent in games with online multiplayer support, or at electronic sport conventions. While some well-known gamers only go by their online handle, a number have adopted to using their handle within their real name typically presented as a middle name, such as Tyler "Ninja" Blevins or Jay "sinatraa" Won. Similarly, a ''clan tag'' is a prefix or suffix added to a name to identify that the gamer is in a clan. Clans are generally a group of gamers who play together as a team against other clans. They are most commonly found in online multi-player games in which one team can face off against another. Clans can also be formed to create loosely based affiliations perhaps by all being fans of the same game or merely gamers who have close personal ties to each other. A ''team tag'' is a prefix or suffix added to a name to identify that the gamer is in a team. Teams are generally sub-divisions within the same clan and are regarded within gaming circuits as being a purely competitive affiliation. These gamers are usually in an online league such as the Cyberathlete Amateur League (C.A.L.) and their parent company the Cyberathlete Professional League (C.P.L.) where all grouped players were labeled as teams and not clans.


Clans and guilds

A
clan A clan is a group of people united by actual or perceived kinship and descent. Even if lineage details are unknown, clans may claim descent from founding member or apical ancestor. Clans, in indigenous societies, tend to be endogamous, meaning ...
, squad or guild is a group of players that form, usually under an informal 'leader' or administrator. Clans are often formed by gamers with similar interests; many clans or guilds form to connect an 'offline' community that might otherwise be isolated due to geographic, cultural or physical barriers. Some clans are composed of
professional gamers A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routi ...
, who enter competitive tournaments for cash or other prizes; most, however, are simply groups of like-minded players that band together for a mutual purpose (for example, a gaming-related interest or social group).


Identity

The identity of being a gamer is partly self-determination and partly performativity of characteristics society expects a gamer to embody. These expectations include not only a high level of dedication to playing games, but also preferences for certain types of games, as well as an interest in game-related paraphernalia like clothing and comic books. According to
Graeme Kirkpatrick Graeme Kirkpatrick is Professor of Social and Cultural Theory at the University of Manchester. He has also worked as Professor in media arts, aesthetics and narration at the University of Skövde in Sweden, and been a visiting Professorial fellow ...
, the "true gamer" is concerned first and foremost with gameplay. '' The Escapist'' founder Alexander Macris says a gamer is an enthusiast with greater dedication to games than just playing them, similar in connotation to " cinemaphile". People who play may not identify as gamers because they feel they do not play "enough" to qualify. Social stigma against games has influenced some women and minorities to distance themselves from the term "gamer", even though they may play regularly.


Demographics

Games are stereotypically associated with young males, but the diversity of the audience has been steadily increasing over time. This stereotype exists even among a majority of women who play video games regularly. Among players using the same category of device (e.g., console or phone), patterns of play are largely the same between men and women. Diversity is driven in part by new hardware platforms. Expansion of the audience was catalyzed by Nintendo's efforts to reach new demographics. Market penetration of
smartphones A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which ...
with gaming capabilities further expanded the audience, since in contrast to consoles or high-end PCs, mobile phone gaming requires only devices that non-gamers are likely to already own. While 48% of women in the United States report having played a video game, only 6% identify as gamers, compared to 15% of men who identify as gamers. This rises to 9% among women aged 18–29, compared to 33% of men in that age group. Half of female PC gamers in the U.S. consider themselves to be core or hardcore gamers. Connotations of "gamer" with sexism on the fringe of gaming culture has caused women to be less willing to adopt the label. Racial minorities responding to Pew Research were more likely to describe themselves as gamers, with 19% of Hispanics identifying as gamers, compared to 11% of African-Americans and 7% of whites. The competitive
fighting game A fighting game, also known as a versus fighting game, is a video game genre, genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappli ...
scene is noted as particularly racially diverse and tolerant. This is attributed to its origin in arcades, where competitors met face to face and the barrier to entry was merely a quarter. Only 4% of those aged 50 and over identified as gamers.


Casualization

Casualization is a trend in video games towards simpler games appealing to larger audiences, especially women or the elderly. Some developers, hoping to attract a broader audience, simplify or remove aspects of gameplay in established genres and franchises. Compared to seminal titles like '' DOOM'', more recent mass-market action games like the
Call of Duty ''Call of Duty'' is a first-person shooter video game Media franchise, franchise published by Activision. Starting out in 2003, it first focused on games set in World War II. Over time, the series has seen games set in the midst of the Cold W ...
series are less sensitive to player choice or skill, approaching the status of interactive movies. The trend towards casual games is decried by some self-identified gamers who emphasize gameplay, meaning the activities that one undertakes in a game. According to Brendan Keogh, these are inherently masculine activities such as fighting and exerting dominance. He further says that games women prefer are more passive experiences, and male gamers deride the lack of interactivity in these games because of this association with femininity. Belying these trends, games including '' The Sims'' or '' Minecraft'' have some of the largest audiences in the industry while also being very complex. According to Joost van Dreunen of SuperData Research, girls who play Minecraft are "just as 'hardcore' as the next guy over who plays '' Counter-Strike''". Dreunen says being in control of a game's environment appeals equally to boys and girls. Leigh Alexander argued that appealing to women does not necessarily entail reduced difficulty or complexity.


See also

* Entertainment Consumers Association *
Esports Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although orga ...
* Gamers Outreach Foundation * '' Going Cardboard'' (documentary) *
List of gaming topics The following Outline (list), outline is provided as an overview of and topical guide to video games: Video game – an electronic game that involves interaction with a user interface to generate visual feedback on a video, video device. The ...
* Player (game) * Video game addiction


References


External links

* {{Fandom Gaming Nerd culture Stereotypes Video game culture Video gaming Video game terminology