Over the past decade, a growing number of women have started playing digital games. However, stereotypes are still prevalent in game culture. This study aims to gain insight into these practices by looking at gaming stereotypes on two different, yet interrelated, levels. First, we inquire into perceptions of gamers regarding gender-related and general gamer stereotypes and how these relate to playing frequency. Second, game genre choice is investigated in light of player's gender and how this is associated with playing motivations. Results of a survey study (N = 962) suggest that high frequency male players hold the least stereotypical ideas about digital gamers, while high frequency female players disagree the most with gender-related stereotypical beliefs. Additionally, we found that high frequency female players are more strongly drawn towards specific game genres, suggesting that playing motives of these gamers are higher than their beliefs that gaming is a typically male pursuit.Keywords: digital games, game genres, game motivations, gender, stereotypes GAMER STEREOTYPES AND GENDER 3 "I Play So I Am?" A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players As digital games become more widespread in the lives of many people, game culture persists to hold and distribute several stereotypical beliefs about who counts as a gamer and who does not (Shaw, 2011). Many of these stereotypical practices, in which differences are articulated and thus reproduced, are based on the player's gender (Hayes, 2005). This is rather odd given that gaming as a pastime is now more or less equally distributed across gender. The annual report of the Entertainment Software Association (2013), for example, demonstrates that the American gamer population consists of 47% female and 53% male players. The Interactive Software Federation Europe (2012) further notes that 43% of all women aged 16 to 64 are playing digital games. What these growing numbers do not explicate, however, is how cultural and social contours of game culture are defining the game experience of female players. Throughout this paper, we discuss how and which stereotypes are limiting women to play digital games, and look at so-called gender differences in playing styles and preferences from a social constructionist stance. Moreover, we look at the interplay between gender and motivations for playing games. The aim of this study is thus twofold: first, we explore player's gender and playing frequency in relation to perception of gender stereotypes in game culture.Concretely, we argue that stereotypical beliefs about gaming not only depend on player's gender but interact with playing frequency. Second, stereotypical gender preferences are investigated in light of playing motivations and game genre frequencies. We specifically aim to provide a nuanced understanding of gender effects on intrinsic playing motivations for determining game genre frequencies. This further allows us to investigate whether women who often play "masculine" game ...