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DiGRA
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This study examines whether the stereotype of online gamers, characterized by social ineptitude, reclusiveness, obsessiveness, and maleness, is a distinctive modern characterization or a recycled prototype shared with other groups. The central question is whether the stereotype reflects something unique to online gaming or, as Williams (2005) has argued, a broader media-driven distrust of new technologies. Researchers recruited 127 U.S.-based adult participants through Amazon Mechanical Turk, who rated 17 groups on 105 adjectives, with comparison groups initially generated through a pilot study conducted on Reddit.
The findings point strongly toward the latter interpretation. Online gamers were attributed significantly more stereotypical traits than 12 of the 16 comparison groups, with only MMORPG players rated as more stereotypical. Their stereotypical profile, however, did not differ significantly from those of Arcade Gamers, Dungeons & Dragons players, comic book enthusiasts, and geeks, indicating substantial overlap across gaming and nerd subcultures. Notably, technophiles received markedly fewer stereotypical descriptors (mean proportion of .15) than online gamers (.32), which suggests that the stereotype is not simply a product of general fear of technology. Endorsement of "socially inept" was highest for MMORPG players (36.36%), followed by Arcade gamers (26.87%) and online gamers (25.20%), concentrating the stereotype within gaming communities specifically.
Taken together, the results suggest the online gamer stereotype is best understood as a variant of an older prototype applied to a particular subculture rather than an entirely new characterization. Its heaviest concentration within gaming identities, combined with its resemblance to nerd and geek stereotypes, indicates that it draws on longstanding cultural images of socially marginal technology enthusiasts. The accompanying bibliography situates these findings within research on gaming stereotypes, social skills, and internet addiction, reflecting the study's broader concern with how media and cultural narratives shape perceptions of computer users.
Anzu · 2026