Identifying Differential Perceptions of Video Game Players Based on Gaming Platform
Keywords:
gamer, gaming platform, stereotype content model, identityAbstract
The persistence of negative, outdated categorizations of game players limit can inclusion within gaming communities by marginalizing underrepresented groups and reinforcing negative behaviors.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.Downloads
Published
2025-06-16
Bibtex
@Conference{digra2456, title ="Identifying Differential Perceptions of Video Game Players
Based on Gaming Platform", year = "2025", author = "Stone, Jeffrey", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2456}", booktitle = "Conference Proceedings of DiGRA 2025: Games at the Crossroads"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.