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European Conference on Games Based Learning (ECGBL)
All participants were drawn from a German university, and the sample was small and self-selected.
This paper examines how players in gaming communities use language, identity performance, and shared activity to create meaning and draw boundaries of membership. Drawing on a survey of thirteen players and interviews with nine volunteers, all drawn from a German university, the author investigates how participants position gaming as an all-encompassing part of their social lives, and how norms of skill, gender, and gamer identity have been shaped over time. The study frames games as semiotic resources and cultural objects, and uses sociolinguistic and ethnographic methods to trace how individual language practices feed into broader rhetoric about who counts as a legitimate gamer.
The findings suggest that participants largely reject traditional gatekeeping based on skill mastery, with expert execution of game mechanics not reliably functioning as a boundary between in-groups and out-groups. Most respondents described gaming as primarily social, with online co-operative play the dominant mode (83 percent in the survey) and English widely used as a shared language of play. Participants framed membership as a cumulation of time, sustained relationships, and community participation rather than competitive achievement. At the same time, interviewees described experiences of sexism and harassment, and several linked these behaviours to the legacy of the GamerGate controversy and to persistent stereotypes of the gamer.
The study's scope is narrow, and its conclusions should be read with that in mind. The small, self-selected sample of university-affiliated volunteers limits generalizability, and the survey records only aggregated habits rather than changes across players' lifespans. The author also notes that no demographic data on age, gender, or nationality was collected, which constrains analysis of how identity intersects with the patterns reported.
DiGRA · 2025