This article contains weasel words: vague phrasing that often accompanies biased or unverifiable information.(December 2021) |
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A gamer is someone who plays interactive games, either video games, tabletop role-playing games, skill-based card games, or any combination thereof, and who often plays for extended periods of time. Originally a hobby, gaming has evolved into a profession for some, with some gamers routinely competing in games for money, prizes, or awards. In some countries, such as the US, UK, and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, such as through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. In 2021, there were an estimated 3.24 billion gamers across the globe. [1] [ better source needed ]
The term gamer originally meant gambler , and has been in use since at least 1422, when the town laws of Walsall, England, referred to "any dice-player, carder, tennis player, or other unlawful gamer". However, this description has not been adopted in the United States, where it became associated with other pastimes. In the US, they made their appearance as wargames. Wargames were originally created as a military and strategy tool. When Dungeons & Dragons was released, it was originally marketed as a wargame, but later was described by its creators as a role-playing game. They called their players gamers and this is where the word changed definition from someone who gambles to someone who plays board games and/or video games. [2]
In the United States as of 2018, 28% of gamers are under 18, 29% are 18–35, 20% are 36-49 and 23% are over 50. [3] In the UK as of 2014, 29% are under 18, 32% are 18-35 and 39% are over 36. [4] According to Pew Research Center, 49% of adults have played a video game at some point in their life and those who have are more likely to let their children or future children play. Those who play video games regularly are split roughly equally between male and female, but men are more likely to call themselves a gamer. [5] As of 2019, the average gamer is 33 years old. [6]
A female gamer, or gamer girl or girl gamer, is any female who regularly engages in playing video games. According to a study conducted by the Entertainment Software Association in 2009, 40% of the game playing population is female, and women 18 or older comprise 34% of all gamers. Also, the percentage of women playing online had risen to 43%, up 4% from 2004. The same study shows that 48% of game purchasers are female. [7] [4] According to a 2015 Pew survey, 6% of women in the United States identify as gamers, compared to 15% of men, and 48% of women and 50% of men play video games. [8] Usage of the term "girl gamer" is controversial. Some critics have advocated use of the label as a reappropriated term, while others see it as non-descriptive or perpetuating the minority position of female gamers. Some critics of the term believe there is no singular definition of a female gamer and that they are as diverse as any other group. However it is generally understood that the term "girl gamer" implies that it is a girl who plays video games. [9]
Shigeru Miyamoto says that "I think that first a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get that sense of satisfaction of completing something." [10]
In April 2020, researchers found that top gamers shared the same mental toughness as Olympian athletes. [11] [12]
Escapism is a major factor in why individuals enjoy gaming. This idea of being in another world while gaming has become very common with gamers, these video games create a new world where these gamers feel they fit in and can control what is going on. [13] Gaming is a form of escapism, [14] Hideo Kojima states that "If the player isn't tricked into believing that the world is real, then there's no point in making the game." [15]
This section possibly contains original research .(August 2024) |
Two highly controversial issues surrounding the gaming world in today's day and age are ideas of gender roles and LGBTQ+ involvement in the gaming industry. It is first important to understand the difference between men and women in the world of gaming. Although roughly the same number of men and women play games, the stereotype of a gamer is one that is predominantly male. A justification sometimes given for this is that while many women occasionally play games, they should not be considered "true" gamers because they tend to play games that are more casual and require fewer skills than men. This stereotype is perpetuated by the fact that at a professional level, most of the teams competing are composed of men, while female gamers of moderate skill are rendered invisible. The average gamer is seen as a male player who is usually Caucasian. [16] A study has shown 48% of game purchases are from female consumers, but in 2015 only 6% of women that are in the U.S. identify as a gamer.[ citation needed ] Ideas behind the word "girl gamer" tend to spark a contentious reaction, and the use of this name has been supported as a title that is seen as a reappropriated term.
Besides the distinction of a "girl gamer" from a "male gamer", there is also a common understanding as stereotype of a "Gaymer." A Gaymer is a depiction of a gay gamer, and someone who identifies their sexual orientation to be a part of the LGBT (gay, bisexual, lesbian, or transgender) community while participating in video games. The concept of Gaymers is a part of two surveys in 2006 and 2009. The 2006 survey took note of the levels of detriment that Gaymers may have experienced, and the 2009 survey kept detail of the content that Gaymers would find to be normalized in video games. Staying the topic of ideas behind gaming and the relationship with the LGBTQ community, it has been noted that video games are starting to develop more characters and depictions of members from this specific community. Some of the topics of these specific LGBTQ-friendly video games include such ideas as coming out stories and queer relationships. [17] These games are also providing the option of character creation with different forms of gender expression along with more LGBTQ romance options. [17] One example of these games in the LGBTQ+ realm of dating would be Dream Daddy: A Dad Dating Simulator, released in 2017. [18] The game had many queer individuals debating, but the overall representation of the game was applauded by many LGBTQ+ people due to its accurate presentation and the way that it provided comfort to people of many sexualities. Having more of these gender- and sexuality-friendly games is providing LGBTQ+ members with a safe space to feel welcome and explore their queerness in a more confident manner.[ citation needed ]
It is common for games media, games industry analysts, and academics to divide gamers into broad behavioral categories. These categories are sometimes separated by level of dedication to gaming, sometimes by primary type of game played, and sometimes by a combination of those and other factors. There is no general consensus on the definitions or names of these categories, though many attempts have been made to formalize them. An overview of these attempts and their common elements follows.
Professional gamers generally play video games for prize money or salaries. Usually, such individuals deeply study the game in order to master it and usually to play in competitions like esports. [35] A pro gamer may also be another type of gamer, such as a hardcore gamer, if he or she meets the additional criteria for that gamer type. In countries of Asia, particularly South Korea and China, professional gamers and teams are sponsored by large companies and can earn more than US$100,000 a year. [36] In 2006, Major League Gaming contracted several Halo 2 players including Tom "Tsquared" Taylor and members of Team Final Boss with $250,000 yearly deals. [37] Many professional gamers find that competitions are able to provide a substantial amount of money to support themselves. However, oftentimes, these popular gamers can locate even more lucrative options. One such option is found through online live streaming of their games. These gamers who take time out of their lives to stream make money from their stream, usually through sponsorships with large companies looking for a new audience or donations from their fans just trying to support their favorite streamer. Live streaming often occurs through popular websites such as Twitch and YouTube. Professional gamers with particularly large followings can often bring their fan bases to watch them play on live streams. An example of this is shown through retired professional League of Legends player Wei "CaoMei" Han-Dong. [38] Han-Dong had decided to retire from esports due to his ability to acquire substantially higher pay through live streaming. His yearly salary through the Battle Flag TV live streaming service increased his pay to roughly $800,000 yearly.[ citation needed ] Live streaming can be seen by many as a truly lucrative way for professional gamers to make money in a way that can also lessen the pressure in the competitive scene. We are seeing a rapid increase in the young video game players wanting to be professional gamers instead of the "pro athlete". The career path of becoming a professional gamer is open for anyone any race, gender, and background. [39] The gaming community now has developed at a much faster rate and now is being considered esports. These more serious gamers are professional gamers; they are individuals that take the average everyday gaming much more seriously and profit from how they perform. [40]
Although the LGBTQ+ gamers are starting to make more of a mark in the gaming world, there are still many disadvantages to this process. Homophobia in the gaming world does tend to take a toll on the problem of an equally shared gaming experience. This is both an issue within the games industry and many areas of the games culture. The brings back the thought of importance for increasing LGBTQ representation in games, especially with such events as GaymerX. [41] There is a study called the online roulette survey that shows that queer gamers are at a disadvantage financially for the fact that the highest earning professional gamers in the LGBTQ+ community bring in less money than popular heterosexual professional gamers. [42] This highlights that not only is there a huge divide between male and female counterparts in the gaming industry, but there also happens to be a great divide when it comes to sexual preference in the gaming world, especially when it comes to the professional gaming scene. Often, tech companies' privilege men's point of view over women's participation in tech and their consumption, which could be seen as vice versa for people of a homosexual and heterosexual identity. [43] The two topics will always hold a big weight in the gaming industry.
A retro gamer is a gamer who prefers to play, and enough collect, retro games—older video games and arcade games. They may also be called classic gamers or old-school gamers, which are terms that are more prevalent in the United States. The games can be played on the original hardware, on modern hardware via emulation, or on modern hardware via ports or compilations (though those 'in the hobby' tend toward original hardware and emulation). [44]
A number of taxonomies have been proposed which classify gamer types and the aspects they value in games. [45]
The Bartle taxonomy of player types classifies gamers according to their preferred activities within the game:
The MDA framework describes various aspects of the game regarding the basic rules and actions (Mechanics), how they build up during game to develop the gameplay (Dynamics), and what emotional response they convey to the player (Aesthetics). The described esthetics are further classified as Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression and Submission. Jesse Schell extends this classification with Anticipation, Schadenfreude, Gift giving, Humour, Possibility, Pride, Purification, Surprise, Thrill, Perseverance and Wonder, and proposes a number of generalizations of differences between how males and females play. [46]
This section needs additional citations for verification .(August 2023) |
Creating an avatar can be one of the first interaction that a potential player makes to identify themselves among the gaming community. [47] An avatar, username, game name, alias, gamer tag, screen name, or handle is a name (usually a pseudonym) adopted by a video gamer, often used as a main preferred identification to the gaming community. Usage of user names is often most prevalent in games with online multiplayer support, or at electronic sport conventions. While some well-known gamers only go by their online handle, a number have adopted to using their handle within their real name typically presented as a middle name, such as Tyler "Ninja" Blevins or Jay "sinatraa" Won.
Similarly, a clan tag is a prefix or suffix added to a name to identify that the gamer is in a clan. Clans are generally a group of gamers who play together as a team against other clans. They are most commonly found in online multi-player games in which one team can face off against another. Clans can also be formed to create loosely based affiliations perhaps by all being fans of the same game or merely gamers who have close personal ties to each other. A team tag is a prefix or suffix added to a name to identify that the gamer is in a team. Teams are generally sub-divisions within the same clan and are regarded within gaming circuits as being a purely competitive affiliation. These gamers are usually in an online league such as the Cyberathlete Amateur League (C.A.L.) and their parent company the Cyberathlete Professional League (C.P.L.) where all grouped players were labeled as teams and not clans.
A clan, squad or guild is a group of players that form, usually under an informal 'leader' or administrator. Clans are often formed by gamers with similar interests; many clans or guilds form to connect an 'offline' community that might otherwise be isolated due to geographic, cultural or physical barriers. Some clans are composed of professional gamers, who enter competitive tournaments for cash or other prizes; most, however, are simply groups of like-minded players that band together for a mutual purpose (for example, a gaming-related interest or social group).
The identity of being a gamer is partly self-determination and partly performativity of characteristics society expects a gamer to embody. [48] These expectations include not only a high level of dedication to playing games, but also preferences for certain types of games, as well as an interest in game-related paraphernalia like clothing and comic books. [48] According to Graeme Kirkpatrick, the "true gamer" is concerned first and foremost with gameplay. [49] The Escapist founder Alexander Macris says a gamer is an enthusiast with greater dedication to games than just playing them, similar in connotation to "cinemaphile". [50] People who play may not identify as gamers because they feel they do not play "enough" to qualify. [48] Social stigma against games has influenced some women and minorities to distance themselves from the term "gamer", even though they may play regularly. [48] [51]
Games are stereotypically associated with young males, but the diversity of the audience has been steadily increasing over time. [52] This stereotype exists even among a majority of women who play video games regularly. [53] Among players using the same category of device (e.g., console or phone), patterns of play are largely the same between men and women. Diversity is driven in part by new hardware platforms. [52] Expansion of the audience was catalyzed by Nintendo's efforts to reach new demographics. [24] Market penetration of smartphones with gaming capabilities further expanded the audience, [24] since in contrast to consoles or high-end PCs, mobile phone gaming requires only devices that non-gamers are likely to already own. [52]
While 48% of women in the United States report having played a video game, only 6% identify as gamers, compared to 15% of men who identify as gamers. [54] This rises to 9% among women aged 18–29, compared to 33% of men in that age group. Half of female PC gamers in the U.S. consider themselves to be core or hardcore gamers. [55] [56] Connotations of "gamer" with sexism on the fringe of gaming culture has caused women to be less willing to adopt the label. [57]
Racial minorities responding to Pew Research were more likely to describe themselves as gamers, with 19% of Hispanics identifying as gamers, compared to 11% of African-Americans and 7% of whites. [54] The competitive fighting game scene is noted as particularly racially diverse and tolerant. [58] This is attributed to its origin in arcades, where competitors met face to face and the barrier to entry was merely a quarter. [58] Only 4% of those aged 50 and over identified as gamers. [54]
Casualization is a trend in video games towards simpler games appealing to larger audiences, especially women or the elderly. [24] Some developers, hoping to attract a broader audience, simplify or remove aspects of gameplay in established genres and franchises. [59] Compared to seminal titles like DOOM , more recent mass-market action games like the Call of Duty series are less sensitive to player choice or skill, approaching the status of interactive movies. [60]
The trend towards casual games is decried by some self-identified gamers who emphasize gameplay, meaning the activities that one undertakes in a game. [49] According to Brendan Keogh, these are inherently masculine activities such as fighting and exerting dominance. He further says that games women prefer are more passive experiences, and male gamers deride the lack of interactivity in these games because of this association with femininity. [49] Belying these trends, games including The Sims or Minecraft have some of the largest audiences in the industry while also being very complex. [59] According to Joost van Dreunen of SuperData Research, girls who play Minecraft are "just as 'hardcore' as the next guy over who plays Counter-Strike ". [61] Dreunen says being in control of a game's environment appeals equally to boys and girls. [61] Leigh Alexander argued that appealing to women does not necessarily entail reduced difficulty or complexity. [62]
A video game, also known as a computer game or just a game, is an electronic game that involves interaction with a user interface or input device to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback. Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.
Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, played individually or as teams.
Lesbian, gay, bisexual, transgender and queer (LGBTQ) characters have been depicted in video games since the 1980s. Throughout the history of video games, LGBTQ characters have been almost nonexistent for a long time, reflecting the overall heteronormativity of the medium. While there has been a trend towards greater representation of LGBTQ people in video games, they are frequently identified as LGBTQ in secondary material, such as comics, rather than in the games themselves. Often, LGBTQ characters and themes, when they are included, are underrepresented, minimized, or watered down. Queer games and characters have also often found themselves being the subjects of cultural crossfires or moral panics. In 2018, Sam Greer of GamesRadar+ found only 179 games commercially released games with any LGBTQ representation, only 83 of which have queer characters who are playable characters, and only 8 of those games feature a main character who is pre-written as queer as opposed to them being queer as an option.
The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. Sexism in video gaming, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture.
A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill. They do not expect familiarity with a standard set of mechanics, controls, and tropes.
Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has led to an increase in the female demographic that play video games.
Gaymer and gay gamer are umbrella terms used to refer to the group of people who are identified as homosexual and have an active interest in video games or tabletop games, also known as gamers. Bisexual, and transgender gamers are often categorized under this term.
Riot Games, Inc. is an American video game developer, publisher, and esports tournament organizer based in Los Angeles, California. It was founded in September 2006 by Brandon Beck and Marc Merrill to develop League of Legends and went on to develop several spin-off games and the unrelated first-person shooter game Valorant. In 2011, Riot Games was acquired by Chinese conglomerate Tencent. Its publishing arm, Riot Forge, oversaw the production of League of Legends spin-offs by other developers until its shutdown in January 2024. The company worked with Fortiche to release Arcane, a television series based on the League of Legends universe.
Counter-Strike: Global Offensive (CS:GO) is a 2012 multiplayer tactical first-person shooter developed by Valve and Hidden Path Entertainment. It is the fourth game in the Counter-Strike series. Developed for over two years, Global Offensive was released for OS X, PlayStation 3, Windows, and Xbox 360 in August 2012, and for Linux in 2014. In December 2018, Valve transitioned the game to a free-to-play model, focusing on revenue from cosmetic items.
The portrayal of gender in video games, as in other media, is a subject of research in gender studies and is discussed in the context of sexism in video gaming. Although women make up about half of video game players, they are significantly underrepresented as characters in mainstream games, despite the prominence of iconic heroines such as Samus Aran or Lara Croft. Women in games often reflect traditional gender roles, sexual objectification, or stereotypes such as the "damsel in distress". Male characters are frequently depicted as big and muscular, and LGBT characters have been slow to appear due to the cis-heteronormativity of the medium.
GaymerX is an American public-benefit nonprofit corporation based in California dedicated to celebrating and supporting LGBTQ+ people and culture in the world of gaming, with a focus on video games. GaymerX puts on a fan-facing convention with LGBT-oriented gaming and geek culture, or gaymer, with panels primarily focused on LGBT issues and debates in the gaming industry.
Sexism in video gaming is prejudiced behavior or discrimination based on sex or gender as experienced by people who play and create video games, primarily women. This may manifest as sexual harassment or in the way genders are represented in games, such as when characters are presented according to gender-related tropes and stereotypes.
2064: Read Only Memories is a cyberpunk adventure game developed by MidBoss. It was directed by John "JJSignal" James, written by Valerie Amelia Thompson and Philip Jones, and features an original soundtrack by 2 Mello.
Gaming In Color is a documentary film by MidBoss about queer people in gaming. Directed by Philip Jones, Gaming In Color focuses on lesbian, gay, bisexual, transgender, and queer (LGBTQ) issues in video games, gaymer culture and events, and the rise of queer themes in gaming. The film is largely interview based, and features notable gay gaming personalities in the industry and communities.
Sasha Hostyn, also known by her username Scarlett, is a Canadian professional video game player. She is most well known for playing StarCraft II, and is the first woman to win a major StarCraft II tournament. She has also played Dota 2.
Amber Dalton is an American professional esports player and co-founder of PMS Clan Inc. She used the handle Athena Twin.
Stephanie Harvey, also known by her in-game name missharvey, is a Canadian video game developer and retired professional gamer. She is best known as a Counter-Strike and Counter-Strike: Global Offensive (CS:GO) player, having won five world championships. She formerly played for Counter Logic Gaming Red.
Rumay Wang, better known as Hafu, is an American Twitch streamer and former professional World of Warcraft, Bloodline Champions and Hearthstone player.
Richard Tyler Blevins, better known as Ninja, is an American online streamer, YouTuber and professional gamer. Blevins began streaming through participating in several esports teams in competitive play for Halo 3, and gradually picked up fame when he first started playing Fortnite Battle Royale in late 2017. Blevins gained the notice of mainstream media in March 2018 when he played Fortnite together with Drake, Travis Scott and JuJu Smith-Schuster on stream, breaking a peak viewer count record on Twitch. Blevins has over 19 million followers on his Twitch channel, making it the most-followed Twitch channel as of March 2024.
Turner Tenney, better known as Tfue, is an American online streamer, esports player, and YouTuber best known for playing Fortnite.
Iwata: the definition of a core gamer is much wider, namely, someone who has a much wider range of interests, someone who enthusiastically plays many types of games that challenges different creative directions.
Iwata: On the other hand, I certainly do not think that Wii was able to cater to every gamer's needs, so that's also something I wanted to resolve. [...] The keyword for our presentation at this year's E3 is "Deeper and Wider". With Wii U, I would like to offer this proposal with that concept.
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