“…Third, the obvious theatricality of the gamers, their use of humor and the jargon of digital culture lead to uniformity in its contents [23,44,45]. In terms of coherence, it is common to find an idealized vision based on a high degree of positivity and subjectivity in the polarity of feelings [46][47][48], although Ferchaud [19] suggests, in the case of video games, that the positivity rate is quite balanced between positivity, negativity, and neutrality. Contents with themes such as body image, self-expression, travel, digital culture, and 'startups' (emerging companies) are associated with positivity, those related to depression, loneliness, and real-world relationships have negative polarity, and those with their own identity and anxiety are neutral [49].…”