2016
DOI: 10.1177/1527476416643765
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What Does a Gamer Look Like? Video Games, Advertising, and Diversity

Abstract: Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remains between the perceptions of who is playing versus the reality o… Show more

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Cited by 32 publications
(23 citation statements)
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“…This supports existing video game research that the gamer identity is associated exclusively to heterosexual masculinity. As the gamer identity, currently conceptualized by respondents and across gaming media (Chess, Evans, & Baines, ), is exclusively masculine, this suggests no allowances for feminine identity and by extension, any nonhetero identities (Evans & Janish, ). An example of heterosexist masculinity in video games is an incident where players of an online multiplayer video game responded negatively to the inclusion of playing as a gay male character (Condis, ).…”
Section: Discussionmentioning
confidence: 99%
“…This supports existing video game research that the gamer identity is associated exclusively to heterosexual masculinity. As the gamer identity, currently conceptualized by respondents and across gaming media (Chess, Evans, & Baines, ), is exclusively masculine, this suggests no allowances for feminine identity and by extension, any nonhetero identities (Evans & Janish, ). An example of heterosexist masculinity in video games is an incident where players of an online multiplayer video game responded negatively to the inclusion of playing as a gay male character (Condis, ).…”
Section: Discussionmentioning
confidence: 99%
“…In the 1980s and 1990s, video game technologies were primarily designed by and for male audiences (Fron et al, 2007). The lack of gender and ethnic diversity in the gaming industry meant that for a long time, White males have dominated the American-based video game industry (Fullerton et al, 2008) with the resultant effect that the content of video games often reflects this lack of diversity (Chess, Evans, & Baines, 2016). Females are underrepresented and objectified in games (Downs & Smiths, 2010; Ivory, 2006; Tompkins & Lynch, 2018), and female characters serve a supporting role in commercial games (Lynch et al, 2016; Williams et al, 2009) which reflects and may reinforce patriarchal conceptions of gender roles in society.…”
Section: Describing the Metalanguage For Digital Playmentioning
confidence: 99%
“…Despite research demonstrating gamers do not fit the stereotype of players hiding behind avatars disengaged from the social world (Bergstrom et al 2016), the stereotype is nonetheless oft-perpetuated in some popular media (Chess et al 2017) and research (Williams et al 2008), and to some extent capitalized on by game marketers (Shaw 2013). This portraitand the extent that gamers themselves accept itmay shape how they think about games and about themselves as gamers (Bergstrom et al 2016;Kowert et al 2012;Paaßen, Morgenroth, and Stratemeyer 2017;Shaw 2011Shaw , 2013.…”
Section: Gamers and Identitymentioning
confidence: 99%