2015
DOI: 10.1111/jcc4.12114
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How to be a gamer! Exploring personal and social indicators of gamer identity

Abstract: Over the past decades, digital games have continued to extend their audience as they moved into

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Cited by 65 publications
(61 citation statements)
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References 31 publications
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“…The unique aspects of identity that can become incorporated into the overall identity are limitless, as can be seen through the breadth and variability in the identity literature -athletic identity (Martin & Horn, 2013), sports fan identity (Koch & Wann, 2014), academic teacher identity (McNaughton & Billot, 2016), "gamer" identity (De Grove, Courtois, & Van Looy, 2015), and many others.…”
Section: Identity Content In Context 24mentioning
confidence: 99%
“…The unique aspects of identity that can become incorporated into the overall identity are limitless, as can be seen through the breadth and variability in the identity literature -athletic identity (Martin & Horn, 2013), sports fan identity (Koch & Wann, 2014), academic teacher identity (McNaughton & Billot, 2016), "gamer" identity (De Grove, Courtois, & Van Looy, 2015), and many others.…”
Section: Identity Content In Context 24mentioning
confidence: 99%
“…The gamer identity is stereotypically of white, heterosexual male despite the actual diversity of video game players (Gray, ; Shaw, ). Other aspects defining a gamer include time investment in gaming, self‐identification, specific genre preferences, knowledge, and preferences to certain design game elements (De Grove, Courtois, & Van Looy, ; Paaßen, Morgenroth, & Stratemeyer, ; Richard, ). Some self‐identifying gamers might use these aspects to deny others this identity through derogatory labels (Paaßen et al, ; Richard, ).…”
Section: Social Identity Model Of Deindividuation Effects and The Gammentioning
confidence: 99%
“…Identification is not to be confused with playing games, as “being a gamer” denotes being part of a specific gamer culture (De Grove & Van Looy, ; Shaw, ). Playing games oneself may positively affect the perception of the medium as being beneficial, or reduce the belief in harmful effects, as it may contribute to the reduction of uncertainty and prejudices that may apply; on the other hand, it may also support previous skepticism, and therefore reduce the belief in beneficial effects or raise the belief in harmful effects.…”
Section: Research Interestmentioning
confidence: 99%