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Gamers Defining Gamers: Exploring Gamer Identities and The Subculture from Their
Perspectives
by
Melody Stotler
Abstract
understanding gamers has alluded researchers because there is a lack of consistency when
defining what it means to be a gamer. Previous research notes that those who play games may
not identify as gamers because of stigmatization. Rather than say everyone who plays games is a
gamer this dissertation focuses on asking gamers to define themselves and their community. Two
studies were done, one qualitative and one quantitative. An exploratory qualitative open-ended
questionnaire was given to participants from across gaming genres and community platforms
(e.g., Twitch) to ascertain how gamers define the gamer identity. A second study, adapted from
the Fan Identity Scale was distributed to gamers across a variety of gaming platforms, genres,
and game-related forums to determine if gamers followed the same patterns of enthusiasm,
appreciation, and socialization as fans of other popular media. Additionally, a measure for
explicit self-identity was used to determine the degree to which gamers are comfortable
explicitly self-identifying as such. In the first study, gamers consistently stated that gamers are
set apart from non gamers in their passion for games, consistent game play, and participation in
communities with fellow gamers. Consistent with those results, the second study found that the
Gamer Identity Scale is a useful measure of the gamer identity, and that there is a significant
relationship between the Gamer Identity Scale and the Explicitly Defined Gamer Identity
measure. In contrast, those who took the Fan Identity Scale scored low on measures of self-
ii
definition. For gamers, however, both measures accurately predicted whether someone identified
as a gamer. Future studies should include these measures in gamer research, to more accurately
Key words: gamers, gaming, video games, identity, stereotype, marginalization, sub-cultures,
nerd, in-group, out-group, identity theory, social identity theory, fan identity scale, gamer
identity scale
iii
Copyright by
MELODY STOTLER
2019
iv
To my daughter, Brielle, who probably thinks this whole dissertation is a completely made up
*installs updates*
v
Gamers Defining Gamers: Exploring Gamer Identities and the Subculture from Their
Perspectives
Video games have become such a pervasive medium that it is hard to imagine life
without them. Gaming has been a hot topic for researchers over the past several years, especially
research focused on media violence. One area of research which needs further research is gamer
identity. Even with the popularity of gaming research, however, there is a distinct need for
exploration in gamer identity. With stereotypes about gamers in the media, being a gamer is
construed by some as a marginalized identity. Many who play games do not identify as gamers
yet are still counted as gamers in research. In order to truly understand gamers, we need to
understand who they are. This study includes two studies designed to understand what a gamer is
Gaming, specifically video game playing, is prevalent as a research topic due to its
2010) that includes professional gaming leagues (aka eSports) similar to those of sports such as
football and baseball (“Major League Gaming,” 2015), college scholarships (Ravitz, n.d.), and
live streaming where viewers can watch hosts play video games live while interacting with the
host and their communities (“Partner Program Overview,” n.d.). The video gaming industry
creates jobs. Not only are developers and publishers profitable, but players around the world can
make gaming a very profitable career (Keng, 2014). Research studies have documented the
educational, psychological, and social benefits of gaming (Barnett & Coulson, 2010; Deterding,
Sicart, Nacke, O’Hara, & Dixon, 2011; Ramirez, Seyler, Squire, & Berland, 2014; Rosas et al.,
2002). While some research claiming to measure gamer behaviors exists, members of the gaming
GAMER IDENTITIES AS DETERMINED BY GAMERS 2
community believe they remain misunderstood and misrepresented (Williams, Yee, & Caplan,
2008).
Researchers have even noted the need for a clear definition of gamer (Griffiths, Davies,
& Chappell, 2004a). Although research about the benefits of gaming has become more prevalent
(e.g., Blumberg, 2014; Frostling-Henningsson, 2009; Neys, Jansz, & Tan, 2014; Rosas et al.,
2002), much of the existing research about games and gaming culture has focused on the
negative (e.g., Fischer, Kastenmüller, & Greitemeyer, 2010; Ivory, 2006; Kirsh, 2003; You, Kim,
& Lee, 2015). Stereotypes about gamers have been debunked but continue to have negative
impacts on the gaming community (Kowert, Festl, & Quandt, 2014; Paaßen, Morgenroth, &
Stratemeyer, 2017; Ramirez et al., 2014; Shaw, 2012; Williams et al., 2008). Parents, peers, and
counselors who understand gaming culture and what it means to be a gamer may develop better
communication, stronger relationships, and lower stress interactions with gamers compared to
people who do not understand gamers and gaming culture (Cade & Gates, 2017).
The way identity is measured depends on how it is being defined, just as the behavior
being measured is determined by the definition used (Abdelal, Herrera, Johnston, & Martin,
2001). There is a difference between people who play video games and people who identify as
gamers, much like there is a difference between people who write and people who identify as
writers (Deshbandhu, 2016). Identity is fluid and influenced by perception making it difficult to
measure empirically. One recent study presented a measure for fan identity salience which may
apply to the assessment of a gamer identity (Vinney, Dill-Shackleford, Plante, & Bartsch, 2018).
To be meaningful, identity research should be comprised of both group and role identity
measures (Abdelal et al., 2001; Hogg, Terry, & White, 1995; Stryker & Burke, 2000).
GAMER IDENTITIES AS DETERMINED BY GAMERS 3
A Gamer Identity Strength (GIS) measure applied social identity theory to gamers
(Bartholomé, 2012). The GIS suggested that the more knowledgeable someone was about video
games, the more likely he or she was to identify as a gamer. Another study using social identity
theory to assess gamer identity argued that people were less likely to identify themselves as
gamers because of the heavy stereotyping of the group (De Grove, Courtois, & Van Looy, 2015).
As such, De Grove and colleagues asked participants to identify gamer-related qualities found in
friends that they identified as gamers. Gamer as a negative stereotype, and therefore unappealing
identity, echoes Shaw (2012) who interviewed individuals who were hesitant to identify as
gamers. One study asked gamers to self-identify as gamers, allowed them to specify variations
in type of gamer identities, and asked why they identified as such (Kallio, Mäyrä, & Kaipainen,
2011). Other researchers have asked gamers to self-identify as either gamer or non gamer but
did not assess the gamer identity beyond self-identification (Ramirez et al., 2014). In both cases,
As the definition of gamer remains somewhat elusive in the literature, the gamer culture
largely unexplored in psychological research (Shaw, 2012). Little gamer research is predicated
upon gamers as an identity, but rather on people who play games. Shaw (2012) contended that
Shaw's contention has not gone unnoticed in gamer research. Deshbandhu (2016) uses an
conducted with gamers over the course of a year. Each gamer identified what type of gamer they
considered themselves to be and why, explained what they considered gamers, and profiled the
ideal gamer. This research suggested that gamers "define themselves in relation to the games
GAMER IDENTITIES AS DETERMINED BY GAMERS 4
they play, their patterns of play and the way in which they define themselves in relation to the
larger world of gaming" (p. 59). This author also suggests that future research seeks to
The creation of a measure of the gamer identity should be built on identity research. The
fields of psychology and sociology have taken various approaches to the study of identity. Social
identity (e.g., social identity theory) remains the predominant theory in psychology, while role
identity (e.g., identity theory) remains the predominant theory in sociology (Hogg et al., 1995;
Stets & Burke, 2000). Although social identity theory has been applied to gamer identity (e.g.,
Bartholomé, 2012; De Grove et al., 2015) identity theory has not. Identity theory research has
measured several variables in identity including salience, commitment, role and person identity
standards, and verification (Burke & Stets, 2009). Identity theory has been applied to role
identity standards in measures of gender identity, student identity, spouse identity, parent
identity, and task leader identity (Burke & Stets, 2009). Many measures of identity theory
require the participant to choose between opposing sets of behaviors or qualities to differentiate
roles and standards for roles (Burke & Stets, 2009; Callero, 1992). Person identity measures
include such bipolar measures, and have been applied to environmental identity, moral identity,
and sociable identity (Burke & Stets, 2009). This requires established counter-identities and
specific behaviors associated with roles. Although research has studied people who play games,
but not gamers, gamer attributes would have to be assumed in order to create such a measure.
Self-in-role is a variant of Burke and Tully’s (1977) measure of role identity (Callero, 1992) that
measures multiple aspects of one’s identity and does not require pre-established counter-
identities. Self-in-role also correlates highly with Burke and Tully, which further indicates the
Stigmatization
oneself (Bos, Pryor, Reeder, & Stutterheim, 2013). Some stigmas serve to promote beneficial
behaviors such as healthy or safe lifestyle choices (Eckstein & Allen, 2014). Other stigmas are
the result of stereotypes; these are used to assess a group or person in order to determine their
threat to our safety and/or wellbeing (Fiske, 2012). Therefore, stigmatization is contextual.
While negative stereotypes can lead to stigmatization, stigmas in and of themselves are not
inherently negative (Eckstein & Allen, 2014). The effects of stigmatization, however, can be
harmful (Cuddy, Fiske, & Glick, 2007). Understanding why groups are stigmatized can lead to
more effective communication about the parameters of the group, how it is stereotyped, and its
members while also reducing stigmatization and its effects (Eckstein & Allen, 2014).
Stigmatization effects have been studied in the LGBT community, in ethnic minorities,
and in gender studies (Nadal, 2013). These and other biological qualities can contribute to
stigmas about group associations (aka tribal stigmas) that deviate from the perceived norm
(Flowerdew, 2008). Another type of stigmatization revolves around characteristics which are
thought to be malleable. Deviations of this type include personality traits, opinions, and
interests; qualities that have been observed or perceived by others as outside the norm
(Flowerdew, 2008). Researchers have studied stigma effects on several groups including, but not
limited to, women in roller derby (Pavlidis & Fullagar, 2013), writers using English as an
(DePaulo & Morris, 2005), and career choices (e.g., Binik & Meana, 2009; Koken, 2012).
Gaming can be categorized as the latter type of deviation because it is a behavior or interest that
is chosen.
GAMER IDENTITIES AS DETERMINED BY GAMERS 6
Shaw (2012) suggests that this stigmatization is the reason people who play games
choose not to identify as gamers. Shaw notes that this stigmatization is due to social
constructions of what it means to be a gamer, both in research and general society. In spite of
the fact that gamers generate hundreds of thousands of dollars yearly for not-for-profit
companies, such as the Children’s Miracle Network (“What Is Extra Life?,” n.d.), support each
other financially through donations (“Partner Program Overview,” n.d.), provide emotional and
practical guidance for other community members (Frostling-Henningsson, 2009), are hard-
working problem solvers (Neys et al., 2014), are socially driven (De Grove et al., 2015), and
intelligent (Williams et al., 2008), they remain stigmatized (Shaw, 2012). This stigmatization is
the result of a lack of understanding about gamer identity, motivations, values, and behaviors
(Fiske, 2010; Shaw, 2012). Regardless of whether these stereotypes are true, both expected and
Effects of Stigmatization
Members of stigmatized groups may experience negative effects such as distress, poor
self-image, and psychopathologies (Hatzenbuehler, 2009). Some identities are overt, and some
concealable. McKenna and Bargh (1998) explain that refusal to accept an identity creates
additional distress and may not be altogether possible. However, concealable identities do not
necessarily produce a less negative effect. For example, a gay man may refuse to come out and
take on more heteronormative roles to avoid marginalization. McKenna and Bargh also argue
that overt stigmatized identities may be easier to cope with, as other group members are more
Identity theories can be used to add clarity to defining and researching gamers. While
research on gamers exists, inconsistencies confound the results. The availability of games, and
GAMER IDENTITIES AS DETERMINED BY GAMERS 7
the number of people who play them, make it unlikely that just playing games will lead to
stigmatization. However, research on other stigmatized identities gives insight into how gamers
gaming behaviors may no longer be valid (Prensky, 2001; Williams et al., 2008). Researchers
typically define a gamer using quantitative measures, such as the amount of time spent playing
games (e.g., Ogletree & Drake, 2007), or whether a gamer has played an online game within a
given period (e.g., Teng, Lo, & Wang, 2007). Many do not include a clear definition at all
(e.g.,Wang, Khoo, Liu, & Divaharan, 2008). Therefore, existing research does not provide an
accurate or consistent measure of a gamer identity (De Grove et al., 2015; Shaw, 2012). Within
the gaming community, there is a distinction between those who identify themselves as gamers,
and people who play games (Shaw, 2012). Frequency and duration of game play are not always
such as pursuit of a hobby, with an identity (Schubert, 2010; Shaw, 2012). This distinction
Demographics. Barnett and Coulson (2010) note that discrepancies in stereotypes about
gamers are prevalent when researchers rely on demographics. This is likely due to the numerous
ways in which demographic information is collected, where it is collected, and the definition of
the gamer being used. Some research shows that gamers of every age are predominantly male
(e.g., Greenberg, Sherry, Lachlan, Lucas, & Holmstrom, 2008; Hartmann & Klimmt, 2006),
while other research reports that older gamers are more likely to be female (e.g., Williams,
GAMER IDENTITIES AS DETERMINED BY GAMERS 8
Consalvo, Caplan, & Yee, 2009). Many researchers have participant populations largely gathered
from offline places, such as colleges or public schools (e.g., De Grove et al., 2015; Greenberg et
al., 2008; Teng et al., 2007). This hinders accurate demographic information, as the population
Genre Studies. Game designs change rapidly as media and technology changes. New
games based on new technologies (e.g., new consoles, computer component upgrades) present
new ways to play. Studies in specific games or genres (e.g., massively multiplayer online role-
playing games) may not be generalizable to all gamers because player differences such as gender
(Hartmann & Klimmt, 2006; Williams et al., 2009) and motivation (Williams et al., 2008; Yee,
2006), determine game or genre preferences (Johnson, Nacke, & Wyeth, 2015). This means
research including participants from game-specific forums and game-specific communities (e.g.,
World of Warcraft, Call of Duty); (Gabbiadini, Mari, Volpato, & Grazia Monaci, 2014; Griffiths
et al., 2004b) may not apply to gamers in general. Therefore, measuring one type of game or one
generation of technology can yield outdated and inconsistent results because interactions
Identity
Identity has been a ubiquitous research topic in the social sciences for over 100 years
(Callero, 1992). The scope of identity research is far-reaching, including several social sciences
and several theories within each discipline. Many of these disciplines use different definitions of
identity (Stryker & Burke, 2000). These variant definitions make identity difficult to measure
empirically because every definition measures a different behavior. Yet variables that are
measurable present consistent aspects of identity, even across theories; identity formation,
salience, and moderation, among them (Abdelal et al., 2001). In addition, new media has
GAMER IDENTITIES AS DETERMINED BY GAMERS 9
increasingly influenced ways in which identities are constructed, acted on, and measured (Fornäs
& Xinaris, 2013). In general, identity research focuses on three categories: societies, groups, and
individuals (Abdelal et al., 2001; Callero, 1992; Desrochers, Andreassi, & Thompson, 2004;
Fornäs & Xinaris, 2013). These categories can be closely linked to three predominant theories of
identity: Class identity theory focuses on societies (Bottero, 2004; Savage, Silva, & Warde,
2010), social identity theory focuses on groups (Brown, 1999; Hogg et al., 1995), and role
social structures, such as financial status and race, leads to self-concept and behavior (Bottero,
2004). These theories have undergone transformations in recent years, redefining class, as well
as shifting focus to how individuals view themselves within these classes (Bottero, 2004).
Although measurable, the general nature of class identity leaves actions open for interpretation.
Actions vary depending on how the individual perceives his or her place within a class (Abdelal
et al., 2001). The changing focus and subjectivity of measurable actions makes class identity
Social identity theory focuses on how groups interact, how individuals in those groups
see themselves in the contexts of the groups, and how identification with said groups influences
behavior in individuals (Brown, 1999). Individuals define themselves based on the qualities of
the groups to which they belong (Hogg et al., 1995). This theory focuses on the importance of
groups being greater than individuals. Social identity theory also accounts for in-group and out-
group stereotyping, and self-categorization theory (Hogg et al., 1995). The influence of group
in group behaviors (Abdelal et al., 2001). This theory is valuable because it allows analyses of
differences between social groups, as well as how individuals identify with these groups.
Identity theory focuses on the roles in which individuals see themselves, how society
defines those roles, and how they affect individual behavior (Stryker & Burke, 2000). The focus
in this theory is on the jobs, or roles, with which people identify. The duties and qualities of
these roles are defined by society and intuited by the individual as a function of membership in
that society. Therefore, the individual compares the roles as he or she understands them, to the
social responses of those around him or her, to verify the identity (Stets & Burke, 2000).
Measurable actions related to identity theory are those which the individual perceives as
expected from the role (Abdelal et al., 2001). This theory is valuable because it allows
researchers to observe the contents of identities, as well as identity effects on the individual
Social identity theory and identity theory tell us different things, both valuable. These
identity theories, both coming from different disciplines one from sociology and one from
psychology measure similar things, and their focuses, while different, are complementary (Hogg
et al., 1995; Stets & Burke, 2000). Effective identity measurement will include aspects of both
theories (Abdelal et al., 2001; Hogg et al., 1995; Stets & Burke, 2000).
Research Questions
This dissertation is aimed at understanding how gamers perceive and define being a
member of the gaming subculture; what it means to be a gamer. First, an exploratory qualitative
study with open-ended questions based on research in both role-identity theory and social
identity theory was used to find descriptions of gamers and gamer behaviors, and differences
between gamers and non gamers. Second, a quantitative approach was used to measure gamer
GAMER IDENTITIES AS DETERMINED BY GAMERS 11
fandom and identity. In this study, a modified version of the Fan Identity Scale was created to
measure gamer identity, the Gamer Identity Scale. These two studies were both used in order to
consider gamers from multiple perspectives, allowing for a more robust understanding of the
identity. Which qualities are attributed to gamers by members of the gamer subculture?
Study 1
Method
Participants. Participants (n = 49) were gathered from popular gaming culture sites such
gaming sub genres, such as League of Legends, World of Warcraft, Counterstrike, and Pokémon.
Participants came from a variety of game genres, interests, ages, backgrounds, and gender
identities. The snowballing method was also used to reach a wider variety of participants.
(see Appendix A) was conducted. This study asked participants whether they identify as gamers,
what genre(s) of games they play, and questions comparing behaviors of gamers and non gamers,
as well as stereotypes about gamers. The survey was hosted via Survey Monkey and informed
Responses were downloaded from Survey Monkey with no identifiers and uploaded into
Dedoose as media. Each question was labeled, and codes were collected per question. Every
unique response was given a code; responses that recurred were grouped under the same codes.
Code occurrences were counted and placed in order from most hits to least hits. The percentages
of codes recurring for each question were found for number of participants, and the number of
total times a code was applied to the question. Codes used by less than 10% of the total number
Dedoose, raters apply codes to textual data, organizing it into themes. In the first phase, one
coder read all the responses and generated a working coding book. In Dedoose codes are
organized into hierarchies with top-level codes referred to as “parent” codes and subsidiary
GAMER IDENTITIES AS DETERMINED BY GAMERS 13
codes as “child” codes. A codebook was created from responses given for each of the first nine
questions. Each question was coded separately. Responses to questions were labeled with codes.
Code frequencies were calculated for each of the first nine questions by both number of total
respondents and number of codes given total per respective question (see Appendix E).
Responses that were chosen by less than 10% of the participants were excluded from the results.
The total number of participants remained the same for each question (n = 49), while the
number of code applications varied per question. Question 1 had 77 code applications total with
seven unique codes used by at least 10% of participants. Question 2 had 44 code applications
with only one code being used by more than 10% of participants. Question 3 also had 77 code
applications with five unique codes being used by more than 10% of participants. Question 4 had
68 code applications with three codes being used by more than 10% of participants. Question 5
had 49 code applications also with three codes being used by more than 10% of participants.
Question 6 had 51 code applications with three codes being applied by more than 10% of
participants. Question 7 had 56 code applications with five codes being used by more than 10%
of the participants. Question 8 had the highest number of codes applied with 81; five codes were
applied by more than 10% of the participants. Question 9 had 61 applied codes and six codes
Because Question 10 was a yes/no question, it was not coded for descriptions of gamer
stereotypes. Instead, the number of times “yes” and “no” were given as responses was counted.
negative light (n = 40). Most of the remaining participants asserted that gamers used to be
stereotyped but believe that gamers are becoming normalized (n = 6). The remaining participants
Study 2
Methods
Participants. Participants (n = 445) were gathered from popular gaming sites such as
Twitch.tv, Steam, and Reddit, as well as via Twitter, Facebook, and Discord. These gaming sites
include players and enthusiasts playing on PC, consoles, and in person and include games from
genres such as first-person shooters, massive online battle arenas, massive multiplayer online
role-playing games, retro games, rhythm games, racing games, pen-and-paper games (e.g.,
Dungeons and Dragons), card-trading games, and board games. Snowball methods of participant
recruiting were also used. Participants were told that they could quit the survey at any time
without consequence.
Participants were asked to read an Informed Consent (see Appendix C) and agree to the terms of
participation prior to continuing the survey. This survey included gaming habits, attitudes about
gaming and video games, and measures of self-in-role. Identity research often includes
descriptions of traits and behaviors most closely associated with the identity being measured.
Gaming research to date has largely been built on stereotypes and research about gamers
predicated on assumed traits and qualities. There has been little research differentiating between
people who play games and those who identify as gamers. However, research about subcultures
very closely associated with gaming has been studied in terms of identity. This study adapted
questions from the Fan Identity Scale (aka FIS) due to its close topical proximity to the gamer
identity.
Gaming Identity Scale. The FIS by Vinney, Dill-Shackleford, Plante, and Bartsch (2018)
measures fan enthusiasm, fan appreciation, and fan socialization. Responses are given on 9-point
GAMER IDENTITIES AS DETERMINED BY GAMERS 15
Likert scale questions, based on qualities about fans most notably mentioned in pre-existing
research. The Gamer Identity Scale (GIS) was based on the FIS. In the FIS, the original 54-item
pool was analyzed and narrowed down to nine items for fit and parsimony. The scale was then
divided into three subcategories: enthusiasm (a = 0.81), appreciation (a = 0.90), and socialization
The GIS was derived from the original 9-items used in the Fan Identity Scale. This scale
was used because the variety of fandoms represented in FIS research suggests it can be used to
measure other media fandoms, such as fans of video games. Questions adapted from the original
FIS items were modified to include questions about video games. For example, “How much do
you love your favorite television show or movie?” was modified to “How much do you love your
favorite video game?”. The GIS measures enthusiasm, appreciation, and socialization.
Explicitly Defined Gamer Identity measure. The second measure used included four
additional four items were used, adapted from the original 54-item pool included in the FIS. The
four items comprised the Explicitly Defined Gamer Identity (EDGI), and measured willingness
to explicitly define oneself in terms of gaming. These items were not included in the final FIS
because they were not items that fit in the structural equation model. However, the authors noted
that while fans reported that while they were enthusiastic about their favorite show or movie,
TV they did not endorse items as strongly when asked if the fan object was part of who they are.
The items were included here because in Study 1, those who identified as gamers also noted that
there were very few, if any, times when they did not identify as gamers. Therefore, that indicated
that gamers might embrace an explicit identity more so than movie or television fans did in
previous research (Vinney et al., 2018) The word gamer was avoided in the adaptation, based on
GAMER IDENTITIES AS DETERMINED BY GAMERS 16
research suggesting that the term may trigger a negative response in participants (Myers, 2010).
Instead, the word gaming was used to replace “television show or movie.” For example, “I
wouldn’t be the person I am today without my favorite television show or movie” was modified
Results
Responses were exported from Qualtrics and loaded into SPSS. Questions which
comprised the GIS were transformed into a composite score (n = 315, M = 6.99, SD = 1.63). The
three subscales of the FIS were also adopted by the GIS. Questions pertaining to gaming
enthusiasm (questions 1-3) were transformed into a composite variable (n = 315, M = 7.23, SD =
1.70), gaming appreciation questions (questions 4-6) were transformed into a composite variable
(n = 315, M = 6.54, SD = 1.97), and gaming-related social interactions (questions 7-9) were
transformed into a composite variable (n = 315, M = 7.15, SD = 1.91). This scale was found to be
reliable (a = 0.92).
Questions for the EDGI were transformed into a composite variable (n = 314, M = 6.09,
enthusiasm, appreciation, and socialization items were correlated with explicit self-definition as
a gamer. A significant positive correlation was found between the FIS and the EDGI (r = 0.78, p
< .0001, n = 314). Individuals’ response to whether gaming is a part of who they are predicts
their answers to their enthusiasm and passion for gaming, appreciation for gaming, and
Discussion
The current research was designed to understand how the gamer in-group defines the
gamer identity. In a qualitative study, participants consistently mentioned three themes in the
definition of what it means to be a gamer: playing games frequently, a passion for playing
games, and participation in the gaming community. In a second study, the Fan Identity Scale was
modified into the Gamer Identity Scale. Gamers were able to respond on this scale and responses
were reliable. Gamer Identity as measured by the GIS correlated positively with explicit gamer
identity. Furthermore, scores on the explicit identity items, modified from the original Fan
Identity Scale items, were correlated with the GIS items. There was a trend for gamers to report
higher gamer identity (M = 6.09) than in past research on movie and TV fans (M = 3.33)
This dissertation also demonstrated that the GIS and the EDGI were highly positively
correlated. Results from one assessment are highly likely to accurately predict results for the
other assessment. Both measures are reliable measures for assessing the extent to which an
individual can be accurately described as a gamer. These measures are based on existing research
done in fan identity research and adapted for the gaming fandom. GIS scores positively
correlated with EDGI scores, making this a valid measure of gamer identity.
Unlike the FIS, the GIS can accurately predict the extent to which an individual considers
his or her fandom (in this case, gaming) to be an important part of his/her life. In Vinney et al.
(2018) enjoyment and enthusiasm were 8.41 and 7.54 on a scale of 1 to 9, whereas the explicit
fan identity items, which the authors called “self-definition,” were the least endorsed items, with
a mean of 3.33 on the same scale. The conclusion is that gamers are more apt than film and TV
fans to endorse their fandom explicitly, in that they are willing to say that gaming has helped
This research consists of two studies: one qualitative content analysis study focused on
the gamer identity from a gamer’s perspective, and one quantitative study consisting of two
Study 1
The first study was used to ask the in-group to define what it means to be a gamer. These
questions were asked in order to understand what gamers consider the requirements of their in-
group. Participants were asked about what they believe it means to be a gamer, differences
between gamers and non gamers, how salient the identity is for them, and how and when they
identify as gamers. Identity theory (Stets & Burke, 2000) suggests that an individual’s identity is
self-assessed in comparison with feedback from members of the in-group. Social identity theory
(Hogg et al., 1995) suggests that the in-group assesses the individual to determine his or her
membership status. Both theories suggest that an understanding of how the in-group defines
itself is necessary to study the group and its members. Each question asked in the first study
Question 1: Do you consider yourself to be a gamer? Why or why not? Those who
self-identified as gamers say that they do so because they play games often, have a history of
playing games, and enjoy playing games. They note that they tend to play a variety of games,
enjoy gathering gaming knowledge, and that they feel a part of the gaming community (e.g.,
have friends that game, or participate in forums based on gaming). While the amount of time
spent playing games and length of gaming history are mentioned, no specific number was ever
mentioned, nor were any specific game genres mentioned. Interestingly, however, when
GAMER IDENTITIES AS DETERMINED BY GAMERS 19
mentioning gaming habits, sports games and “Facebook” games were pointed out as non-gamer
Question 2: If you answered yes to question 1, are there times you do not identify as
a gamer? If so, when?. Of the responses to this question, one response only was used by more
than 10% of respondents. Respondents who identified as gamers overwhelmingly said that there
was never a time they did not identify as a gamer. Respondents who said that there were times
when they did not identify as a gamer noted either fear of marginalization or a desire to appear
more professional, the latter response insinuating that gamers appear unprofessional. Ultimately,
participants who refrained from identifying as a gamer did so because they were concerned with
responses to this question were concise. No answer was used by less than 10% of participants.
The answer that was most frequently coded, however, was that gamers are more likely to play
games compared to people in general. The second most frequently coded response to this
question was that gamers tend to socialize more with gamers than non gamers. In other words,
gamers tend to stick together. Responses to this question also suggest that gamers consider
gamers to be more intelligent and imaginative than people in general. However, 12% of
participants stated that there is no difference between gamers and people in general.
echo responses given in question 1; gamers tend to enjoy playing games, play games regularly,
and remain engaged in the gaming community. Together, these three codes accounted for over
86% of the total responses coded in relation to this question. These responses seem to be a key to
differentiating people who play games from people who are likely to identify as gamers.
GAMER IDENTITIES AS DETERMINED BY GAMERS 20
Question 5: Are gamers different from people in general? If so, how?. Over 60% of
respondents stated that there is no difference between gamers and non gamers compared to the
12% of participants who said there was no difference in question 3. In question 3 participants
were asked what gamers were more likely to do, while in question 5 gamers were asked if they
were different. This suggests that gamers do not see themselves as different, but rather as
participating in differing activities than the general populace. Additionally, gamers stated that
they are different because they participate in the gamer subculture, which is also mentioned in
responses to questions 1 and 4. Finally, responses to question 5 suggest that gamers are more
Question 6: What types of games do gamers play? Are they the same or different
from non gamers?. Gamers noted in their responses to question 6 that gamers play all types of
games. They also noted that there was no difference between games that gamers and non gamers
play, the most consistent exception being the assertion that gamers are more likely to play games
that are more involved (e.g., more immersive, complicated, steeper learning curve).
Question 7: Are there behaviors typical of gamers that are not typical of non
gamers?. Nearly 43% of the participants asserted that there are no behavioral differences
between gamers and non gamers. Behavioral differences that were mentioned include gamers
being more passionate about games, that they are more likely to participate in the subculture and
that the subculture is more inclusive than non-gamer culture, that gamers are more likely to play
games, and that gamers are more agile thinkers than non gamers. It is interesting that gamers
assert they are more inclusive than non gamers. Future research could examine relationships
between the idea of inclusion and minority group micro-aggressions against gamers. For
example, are gamers like an older sibling who is protective of their younger sibling, but still
GAMER IDENTITIES AS DETERMINED BY GAMERS 21
picks on them? Do gamers feel that they are excluded from general society, and therefore feel
Question 8: Describe a gamer. Responses to this question mimic questions 2 and 5; the
three criteria for being a gamer are a passion for games, playing regularly, and having a more in-
depth knowledge of games and gaming. Most participants said that gamers can be defined as
people who enjoy games. Nearly as many said that a gamer is someone who plays games
regularly. About 10% of participants noted that gamers are people who both learn about games,
and see gaming as a part of life, respectively. Finally, the remaining responses noted that gamers
cannot be defined.
Question 9: Does this description differ from a non gamer? If so, how?. Responses to
question 9 once again support the three results that questions 3, 5, and 8 suggest. The most
common result for this answer was that there is no difference between gamers and non gamers.
As far as specific differences, the most common response was that non gamers play games less
often than gamers. Gamers also asserted that non gamers are less interested in games, do not
enjoy games as much as gamers do, do not consider themselves gamers, and are less involved in
gaming communities. This supports the idea that gamers play more often, enjoy games more, and
Question 10: Do you think gamers are stereotyped? Why or why not?. Previous
research has shown that gamers are negatively stereotyped. These stereotypes have been shown
to inhibit people from identifying as gamers, regardless of whether these stereotypes are
representative of the gaming culture (Shaw, 2012). This question was included for gamers to
discuss their perception of gamer stereotypes. Answers to this question were not included in the
content analysis due to the extremely varied responses. However, responses to this question
GAMER IDENTITIES AS DETERMINED BY GAMERS 22
show that gamers largely feel they are stereotyped in one way or another. Only 3 of the 49
participants in the study felt that gamers were not stereotyped in some way. Future research
Study 2
This study’s purpose was to determine if there was a correlation between people who
self-identify with the term gamer, and people who are enthusiastic about gaming. As predicted,
individuals who scored high in enthusiasm about gaming were also more likely to explicitly self-
identify as a gamer. This suggests that individuals who are passionate about gaming are also
highly likely to explicitly say that gaming is a part of who they are. Unlike fans, there was a
very strong correlation between enthusiasm for gaming and a willingness to label oneself as a
gamer. This means that while people who are enthusiastic about their favorite TV show are
unlikely to say that the show is an important part of their lives, people who are enthusiastic about
gaming are highly likely to say that gaming is an important part of who they are.
While there is no way to know whether there is a difference between gamers who prefer
one genre over another genre of gaming, this correlation does indicate that gamers in general
tend to be proud of being gamers. This correlation also falls in line with the results from the first
study in participants’ assertions that gamers enjoy playing games more than non gamers do and
that enjoying games is one of the key elements necessary to the gamer identity. The GIS also
included measures of appreciation for games, as well as social interactions revolving around
games. As with the FIS, measures of enthusiasm, appreciation, and social interactions were all
highly correlated with one another. This also supports the first study, showing that a love of
games and participation in the gaming culture are elements of the gamer identity.
GAMER IDENTITIES AS DETERMINED BY GAMERS 23
High enthusiasm about games is significantly positively correlated with people likely to
explicitly identify as a gamer making either of these short measures useable to identify
individuals as gamers. The three-part question about game enthusiasm may be used to determine
whether someone is a gamer. Using this short assessment, researchers will be able to more
accurately label their participants as gamers, while keeping a consistent measure across
researchers and types of studies allowing for more accurate understandings of gamers, and
There is a sparse body of literature on gamers as an identity. The primary goal of the
current research was to build a more compelling foundation for the definition of gamer. This
includes a measure for gamers as an identity. Researchers may not have been operationalizing
gamers in a way that accurately reflects the gaming community. Inaccurate judgments about this
social group and the individuals therein are common (Williams et al., 2008).
Based on suggestions for future research goals in stigmatized communities (Eckstein &
Allen, 2014; Nadal, 2013), it is also hoped that a better understanding of this subculture will
reduce stigmatization and encourage non-confrontational interactions between non gamers and
gamers. Judgments are made to protect society from harm. While fluidity in social construction
is possible, it is slow (Burke & Stets, 2009). Therefore, painting an accurate picture of the gamer
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Appendix A
2: If you answered yes to question 1, are there times you do not identify as a gamer? If so,
when?
6: What types of games to gamers play? Are they the same or different from non gamers?
7: Are there behaviors typical of gamers that are not typical of non gamers?
8: Describe a gamer.
Appendix B
You are being asked to participate in this study because of your participation in online
gaming communities. Participation involves completing an online questionnaire and will take
approximately 15 minutes to complete. The purpose of this study is to understand ways in which
gamers describe themselves and the gaming community. All information gathered in this study
will be used to that end; this study is intended for positive use only. The results of this research
will be published in Melody Metcalf Stotler’s dissertation and possibly published in subsequent
Participation is voluntary. You are free to decline to participate or to withdraw from this
study at any time, either during or after your participation, without negative consequences.
Should you withdraw, and your data become unusable, your data will be eliminated from the
The risks to you are considered minimal and it is very unlikely that you will experience
emotional discomfort during or after your participation. There are no likely benefits to you, the
Study related records will be held in confidence. Your consent to participate in this study
includes consent for the researcher and supervising faculty who may also see your data. You
research records may also be inspected by authorized representatives of the Fielding Graduate
University, including members of the Institutional Review Board or their designees. They may
inspect, and photocopy as needed, your records for study monitoring or auditing purposes. In
The information you provide will be kept strictly confidential. Informed consent forms
and will be kept separate from the data. No records will be kept that may identify you. The
security of data transmitted over the Internet cannot be guaranteed, therefore, there is a slight risk
that the information you send to me via email will not be secure. The collection of such data is
not expected to present any greater risk than you would encounter in everyday life when sending
If you have any questions about any aspect of this study or your involvement, please tell
Melody before continuing onto the study. You may also contact the supervising faculty if you
have questions or concerns about your participation in this study. The supervising faculty has
If at any time you have questions or concerns about your rights as a research participant,
805-898-4034.
The Institutional Review Board of Fielding Graduate University retains the right to
By continuing to participate, you agree that you have read the above informed consent
document and have had the opportunity to ask questions about this study. Continuing also means
Appendix C
You have been asked to participate in a research study conducted by Melody Metcalf
Stotler, a doctoral student in the School of Media Psychology at Fielding Graduate University,
Santa Barbara, CA. This study is supervised by Media Psychology faculty member, Dr. Karen
Before you agree to participate in this research study, it is important that you read and
understand the information provided in this Informed Consent Form. If you have any questions,
You are being asked to participate in this study because of your participation in online
gaming communities. Participation involves completing an online questionnaire and will take
approximately 5 minutes to complete. The purpose of this study is to understand ways in which
gamers describe themselves and the gaming community. All information gathered in this study
will be used to that end; this study is intended for positive use only. The results of this research
will be published in Melody Metcalf Stotler’s dissertation and possibly published in subsequent
Participation is voluntary. You are free to decline to participate or to withdraw from this
study at any time, either during or after your participation, without negative consequences.
Should you withdraw, and your data become unusable, your data will be eliminated from the
The risks to you are considered minimal and it is very unlikely that you will experience
emotional discomfort during or after your participation. There are no likely benefits to you, the
Study related records will be held in confidence. Your consent to participate in this study
includes consent for the researcher and supervising faculty who may also see your data. You
research records may also be inspected by authorized representatives of the Fielding Graduate
University, including members of the Institutional Review Board or their designees. They may
inspect, and photocopy as needed, your records for study monitoring or auditing purposes. In
The information you provide will be kept strictly confidential. Informed consent forms
and will be kept separate from the data. No records will be kept that may identify you. The
security of data transmitted over the Internet cannot be guaranteed, therefore, there is a slight risk
that the information you send to me via email will not be secure. The collection of such data is
not expected to present any greater risk than you would encounter in everyday life when sending
If you have any questions about any aspect of this study or your involvement, please tell
Melody before continuing onto the study. You may also contact the supervising faculty if you
have questions or concerns about your participation in this study. The supervising faculty has
If at any time you have questions or concerns about your rights as a research participant,
805-898-4034.
The Institutional Review Board of Fielding Graduate University retains the right to
By continuing to participate, you agree that you have read the above informed consent
GAMER IDENTITIES AS DETERMINED BY GAMERS 37
document and have had the opportunity to ask questions about this study. Continuing also means
Appendix D
Using the scale below, please indicate how much you agree that gaming:
4. is relevant to my life.
Using the scale below, please indicate how much you agree that gaming:
Using the scale below, please indicate how much you agree that gaming:
Appendix E
Responses
Note: 77 codes were applied to question 1. Only responses used by 10% or more of participants
were included.
GAMER IDENTITIES AS DETERMINED BY GAMERS 41
Question 2: If you answered yes to question 1, are there times you do not identify as
Note: 44 codes were applied to question 2. Only one response was used by more than
10% of participants.
GAMER IDENTITIES AS DETERMINED BY GAMERS 42
Note:77 codes were applied to question 3. Only responses used by 10% or more of
Note: 68 codes were applied to question 4. Only responses used by 10% or more of
Note: 49 codes were applied to question 5. Only responses used by 10% or more of
Question 6: What types of games to gamers play? Are they the same or different
Note: 51 codes were applied to question 6. Only responses used by 10% or more of
Question 7: Are there behaviors typical of gamers that are not typical of non
gamers?
Note: 56 codes were applied to question 7. Only responses used by 10% or more of
Note: 81 codes were applied to question 8. Only responses used by 10% or more of
Note: 61 codes were applied to question 9. Only responses used by 10% or more of
Appendix F
Study 2 Correlations
N 315 314
N 314 314
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