Identifying Differential Perceptions of Video Game PlayersBased on Gaming Platform

The persistence of negative, outdated categorizations of game players limit can inclusion within gaming communities by marginalizing underrepresented groups and reinforcing negative behaviors. While prior research has explored stereotype content for so-called "gamers", an open question is whether an individual's choice of gaming platform results in differential stereotypic perceptions. This study uses the Stereotype Content Model (SCM) to explore the differential impact of gaming platforms on stereotypic perceptions (warmth and competence) and emotional reactions (admiration, pity, envy, and contempt). A custom survey collected 180 responses via recruitment in social media and public university settings. The results found perceptions of warmth and competence differed by platform and, to a lesser extent, by gamer identification and gender identity. The results also show traditional perceptions of the PC/console/mobile hierarchy persist, emotional reactions differ by platform, and the role of warmth and competence in predicting these reactions is a complex phenomenon.

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Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2456
Primary Topic
Digital Games and Media
Type
article
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article

Identifying Differential Perceptions of Video Game PlayersBased on Gaming Platform

Jeffrey A. Stone
Digital Games and Media
article

Identifying Differential Perceptions of Video Game PlayersBased on Gaming Platform

Jeffrey A. Stone
article en

Abstract

The persistence of negative, outdated categorizations of game players limit can inclusion within gaming communities by marginalizing underrepresented groups and reinforcing negative behaviors. While prior research has explored stereotype content for so-called "gamers", an open question is whether an individual's choice of gaming platform results in differential stereotypic perceptions. This study uses the Stereotype Content Model (SCM) to explore the differential impact of gaming platforms on stereotypic perceptions (warmth and competence) and emotional reactions (admiration, pity, envy, and contempt). A custom survey collected 180 responses via recruitment in social media and public university settings. The results found perceptions of warmth and competence differed by platform and, to a lesser extent, by gamer identification and gender identity. The results also show traditional perceptions of the PC/console/mobile hierarchy persist, emotional reactions differ by platform, and the role of warmth and competence in predicting these reactions is a complex phenomenon.

Pennsylvania State University (US), Valley City State University (US)
Openalex Percentile: Top 78%
Digital Games and Media
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