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.A wide swath of Americans play video games, on either dedicated consoles, PCs, or mobile devices (Nielsen 2018). As the rise of e-sports leagues suggests, video gaming itself has been embraced as popular entertainment (Hamari and Sj€ oblom 2017). Despite their wide integration into people's daily livessimilar to "old media" like televisionthere remains in news media, popular culture, and scholarship stereotypical assumptions that serve to other video game culture and the people who seem immersed in it: "gamers" (Chess, Evans, and Baines 2017; Shaw 2010). Research on gamers disputes the stereotypical portrayals (Williams, Yee, and Caplan 2008), yet gamers may have shared experiences surrounding game play, as well as a form of social capital among others in gaming communities (De Grove, Courtois, and Van Looy 2015;Howe et al. 2019).Research on self-identified gamers has typically drawn convenience samples from internet-based gaming sites (Williams et al. 2008) or from sources such as gaming conventions (Carras et al. 2018) and online forums (Kowert, Griffiths, and Oldmeadow 2012). This approach, while enlightening in terms of gamers and gaming subcultures, does not readily allow for comparisons to other groups, which both survey and behavioral researchers often seek to do.