Outlining the spectrum of values of self-identified gamers

To understand the spectrum of different gamers, we recognize the need to study both the prevalence of self-identified gamers and the diverse identities they may represent.In this paper we present results from our exploratory survey study (N=894), broadly targeted to video game players in the USA, that allowed the respondents to identify themselves as gamers as well as non-gamer players.By utilizing gaming value measures and personal value measures, we explored what kind of latent groups of self-identified gamers and non-gamer players the survey sample yielded and how they differed from each other.The results of the cluster analysis identified five groups of active players, in four of which the self-identified gamers were overrepresented and which can be argued to be distinctive gamer subtypes.The results are discussed in reflection with the previous literature and discourses about gamer identities.

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Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2486
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Outlining the spectrum of values of self-identified gamers

Maria Ruotsalainen, Aki Koponen, Jukka Vahlo, Kai Tuuri
Digital Games and Media
article

Outlining the spectrum of values of self-identified gamers

Maria Ruotsalainen, Aki Koponen, Jukka Vahlo, Kai Tuuri
article en

Abstract

To understand the spectrum of different gamers, we recognize the need to study both the prevalence of self-identified gamers and the diverse identities they may represent.In this paper we present results from our exploratory survey study (N=894), broadly targeted to video game players in the USA, that allowed the respondents to identify themselves as gamers as well as non-gamer players.By utilizing gaming value measures and personal value measures, we explored what kind of latent groups of self-identified gamers and non-gamer players the survey sample yielded and how they differed from each other.The results of the cluster analysis identified five groups of active players, in four of which the self-identified gamers were overrepresented and which can be argued to be distinctive gamer subtypes.The results are discussed in reflection with the previous literature and discourses about gamer identities.

Openalex Percentile: Top 78%
Digital Games and Media
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