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DiGRA
The study examines how PC, console, or mobile play shapes stereotypic perceptions of players. It is motivated by an informal platform hierarchy ranking PC highest, consoles second, and mobile lowest.
This study examines how the choice of gaming platform (PC, console, or mobile) shapes stereotypic perceptions of the people who play on each, drawing on the Stereotype Content Model's warmth and competence dimensions along with emotional reactions of admiration, pity, envy, and contempt. It is motivated by the persistent "gamer" stereotype and a informal platform hierarchy that ranks PC gaming highest, consoles second, and mobile gaming lowest, with casual mobile play often marginalized and associated with feminine traits. The research tests how platform, gender identity, and gamer identity relate to these perceptions through a survey of 180 adults with a mean age of about 27 who game roughly twelve hours per week.
The findings show that perceptions vary meaningfully by platform. Mobile players were rated significantly warmer than their PC and console counterparts, while PC players were rated most competent and received the most admiration. Mobile players received the lowest competence and admiration ratings. Gamer identification predicted higher competence and admiration judgments. Regression analyses indicated that warmth and competence predict emotional reactions, though explained variance was modest, roughly 10 to 23 percent. Warmth emerged as the most consistent predictor, significant in 10 of 12 models, while gender identity did not significantly predict any emotional reaction.
The authors conclude that platform acts as a meaningful cue shaping stereotypes, with mobile players seen as warmer but less competent than PC and console players. These results partly contradict Stereotype Content Model predictions, supporting the primacy of warmth while revealing a more nuanced relationship between the dimensions and emotional responses than the model anticipates. The study's research base draws on social psychology frameworks including Social Identity Theory and literature on stereotype threat, gamer identity, and female gaming experiences.
DiGRA · 2018