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Wikipedia

Gamer

A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely compete in some games for money, prizes, awards or the mere pleasure of competition and overcoming obstacles. In some countries such as the UK and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. Originally a hobby, it has evolved into a profession for some. In 2021, there were an estimated 3.24 billion gamers across the globe.[1][better source needed]

Etymology

The term gamer originally meant gambler, and has been in use since at least 1422, when the town laws of Walsall, England, referred to "any dice-player, carder, tennis player, or other unlawful gamer". However, this description has not been adopted in the United States, where it became associated with other pastimes. In the US, they made their appearance as wargames. Wargames were originally created as a military and strategy tool. When Dungeons & Dragons was released, it was originally marketed as a wargame, but later was described by its creators as a role-playing game. They too called their players gamers and this is where the word changed definition from someone who gambles to someone who plays board games and/or video games.[2]

Categories

In the United States as of 2018, 28% of gamers are under 18, 29% are 18–35, 20% are 36-49 and 23% are over 50.[3] In the UK as of 2014, 29% are under 18, 32% are 18-35 and 39% are over 36.[4] According to Pew Research Center, 49% of adults have played a video game at some point in their life and those who have are more likely to let their children or future children play. Those who play video games regularly are split roughly equally between male and female, but men are more likely to call themselves a gamer.[5] As of 2019, the average gamer is 33 years old.[6]

Female gamer/gamer girl

A female gamer, or gamer girl or girl gamer, is any female who regularly engages in playing video games. According to a study conducted by the Entertainment Software Association in 2009, 40% of the game playing population is female, and women 18 or older comprise 34% of all gamers. Also, the percentage of women playing online had risen to 43%, up 4% from 2004. The same study shows that 48% of game purchasers are female.[7][4] According to a 2015 Pew survey, 6% of women in the United States identify as gamers, compared to 15% of men, and 48% of women and 50% of men play video games.[8] Usage of the term "girl gamer" is controversial. Some critics have advocated use of the label as a reappropriated term, while others see it as nondescriptive or perpetuating the minority position of female gamers. Some critics of the term believe there is no singular definition of a female gamer and that they are as diverse as any other group. However it is generally understood that the term "girl gamer" implies that it is a girl who plays video games.[9]

Psychology

Shigeru Miyamoto says that "I think that first a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get that sense of satisfaction of completing something."[10]

Gaming is a form of escapism.[11] Hideo Kojima states that "If the player isn't tricked into believing that the world is real, then there's no point in making the game."[12]

In April 2020, researchers found that top gamers shared the same mental toughness as Olympian athletes.[13][14]

Escapism in gaming is a major factor in why individuals have falling in love with gaming. This idea of being in another world while gaming has become very common with gamers, these video games create a new world where these gamers feel they fit in and can control what is going on.[15]

Types and demographics

Sexes

 
An African American male posing with two game controllers.

The two most controversial issues surrounding the gaming world in today's day and age are ideas of gender roles and LGBTQ+ involvement in the gaming industry. It is first important to understand the difference between men and women in the world of gaming. Although roughly the same number of men and women play games, the stereotype of a gamer is one that is predominantly male. A justification sometimes given for this is that while many women occasionally play games, they should not be considered "true" gamers because they tend to play games that are more casual and require fewer skills than men. This stereotype is perpetuated by the fact that at a professional level, most of the teams competing are composed of men, while female gamers of moderate skill are rendered invisible. The Idea behind a woman being a more active player than a man fits the common concept of what is seen to be a typical video game player in the gaming industry. The average gamer is seen to be a male player who is usually Caucasian.[16] Aside from the average look of a gamer, It is notable to understand that a study has shown 48% of game purchases are from female consumers, but in 2015 only 6% of women that are in the U.S. identify as a gamer. Ideas behind the word "girl gamer" tend to spark a contentious reaction, and the use of this name has been supported as a title that is seen as a reappropriated term.

 
A woman gamer participating with men at gamescom.

Gaymer

 
Silicon Valley Pride Parade

Besides the distinction of a "girl gamer" from a "male gamer", there is also a common understanding as stereotype of a "Gaymer." A Gaymer is a depiction of a gay gamer, and someone who identifies their sexual orientation to be a part of the LGBT (gay, bisexual, lesbian, or transgender) community while participating in video games. The concept of Gaymer's have and are a part of two surveys in 2006 and 2009. The 2006 survey took note of the levels of detriment that Gaymer's may have experienced, and the 2009 survey kept detail of the content that Gaymer's would find to be normalized in video games. Staying the topic of ideas behind gaming and the relationship with the LGBTQ+ community, it has been noted that video games are starting to develop more characters and depictions of members from this specific community. Some of the topics of these specific LGBTQ+ friendly video games include such ideas as queer coming out stories, and queer relationships.[17] These games are also providing the option of character creation with different forms of gender expression along with more LGBTQ+ romance options.[17] One example of these games in the LGBTQ+ realm of dating would be something called Dream Daddy that was released in 2017.[18] This physical game had many queer individuals debating, but the overall representation of the game was applauded by many of the LGBTQ+ members due to its accurate presentation and the way that it provided comfort to people of many sexualities. The concept of having more of these gender and sexuality friendly games is providing LGBTQ+ members with a safe space to feel welcome and explore their queer personality preferences in a more confident manner.

Dedication spectrum

It is common for games media, games industry analysts, and academics to divide gamers into broad behavioral categories. These categories are sometimes separated by level of dedication to gaming, sometimes by primary type of game played, and sometimes by a combination of those and other factors. There is no general consensus on the definitions or names of these categories, though many attempts have been made to formalize them. An overview of these attempts and their common elements follows.

  • Newbie: (commonly shortened to "noob", "n00b", or "newb") A slang term for a novice or newcomer to a certain game, or to gaming in general.[19][20]
  • Casual gamer: The term often used for gamers who primarily play casual games, but can also refer to gamers who play less frequently than other gamers.[21] Casual gamers may play games designed for ease of gameplay, or play more involved games in short sessions, or at a slower pace than hardcore gamers.[9] The types of game that casual gamers play vary, and they are less likely to own a dedicated video game console.[22][23] Notable examples of casual games include The Sims and Nintendogs.[24] Casual gamer demographics vary greatly from those of other video gamers, as the typical casual gamer is older and more predominantly female.[25] Fitness gamers, who play motion-based exercise games, are also seen as casual gamers.[26]
  • Core gamer: (also mid-core) A player with a wider range of interests than a casual gamer and is more likely to enthusiastically play different types of games,[27] but without the amount of time spent and sense of competition of a hardcore gamer. The mid-core gamer enjoys games but may not finish every game they buy and is a target consumer.[28][29] Former Nintendo president Satoru Iwata stated that they designed the Wii U to cater to core gamers who are in between the casual and hardcore categories.[30] A number of theories have been presented regarding the rise in popularity of mid-core games. James Hursthouse, the founder of Roadhouse Interactive, credits the evolution of devices towards tablets and touch-screen interfaces, whereas Jon Radoff of Disruptor Beam compares the emergence of mid-core games to similar increases in media sophistication that have occurred in media such as television.[31]
  • Hardcore gamer: Ernest Adams and Scott Kim have proposed classification metrics to distinguish "hardcore gamers" from casual gamers,[32] emphasizing action, competition, complexity, gaming communities, and staying abreast of developments in hardware and software. Others have attempted to draw the distinction based primarily on which platforms a gamer prefers,[33] or to decry the entire concept of delineating casual from hardcore as divisive and vague.[34]

Professional gamer

Professional gamers generally play video games for prize money or salaries. Usually, such individuals deeply study the game in order to master it and usually to play in competitions like esports.[35] A pro gamer may also be another type of gamer, such as a hardcore gamer, if he or she meets the additional criteria for that gamer type. In countries of Asia, particularly South Korea and China, professional gamers and teams are sponsored by large companies and can earn more than US$100,000 a year.[36] In 2006, Major League Gaming contracted several Halo 2 players including Tom "Tsquared" Taylor and members of Team Final Boss with $250,000 yearly deals.[37] Many professional gamers find that competitions are able to provide a substantial amount of money to support themselves. However, oftentimes, these popular gamers can locate even more lucrative options. One such option is found through online live streaming of their games. These gamers who take time out of their lives to stream make money from their stream, usually through sponsorships with large companies looking for a new audience or donations from their fans just trying to support their favorite streamer. Live streaming often occurs through popular websites such as Twitch, Hitbox, Mixer and YouTube. Professional gamers with particularly large followings can often bring their fan bases to watch them play on live streams. An example of this is shown through retired professional League of Legends player Wei "CaoMei" Han-Dong.[38] Han-Dong had decided to retire from esports due to his ability to acquire substantially higher pay through live streaming. His yearly salary through the Battle Flag TV live streaming service increased his pay to roughly $800,000 yearly.[citation needed] Live streaming can be seen by many as a truly lucrative way for professional gamers to make money in a way that can also lessen the pressure in the competitive scene. We are seeing a rapid increase in the young video game players wanting to be Professional Gamers instead of the "pro athlete". The career path of becoming a professional gamer is open for anyone any race, gender, and background.[39] A gamer is a person who plays video games for long periods of time, on gaming consoles ranging from PC's to Xbox's and PlayStation's. In countries like the UK and Australia, gaming stands for legalized gambling. The gaming community now has developed at a much faster rate and now is being considered esports. These more serious gamers are professional gamers; they are individuals that take the average everyday gaming much more seriously and profit from how they perform.[40]

 
Gaymer Logo for LGBT Gaming Convention

Although the LGBTQ+ gamers are starting to make more of a mark in the gaming world, there are still many disadvantages to this process. Homophobia in the gaming world does tend to take a toll on the problem of an equally shared gaming experience. This is both an issue within the games industry and many areas of the games culture. The brings back the thought of importance for increasing LGBTQ representation in games, especially with such events as GaymerX.[41] There is a study called the online roulette survey that shows that queer gamers are at a disadvantage financially for the fact that the highest earning professional gamers in the LGBTQ+ community bring in less money than popular heterosexual professional gamers.[42] This highlights that not only is there a huge divide between male and female counterparts in the gaming industry, but there also happens to be a great divide when it comes to sexual preference in the gaming world, especially when it comes to the professional gaming scene. Often, tech companies' privilege men's point of view over women's participation in tech and their consumption, which could be seen as vice versa for people of a homosexual and heterosexual identity.[43] The two topics will always hold a big weight in the gaming industry.

Retrogamer

A retro gamer is a gamer who prefers to play, and often enough collect, retro games—older video games and arcade games. They may also be called classic gamers or old-school gamers, which are terms that are more prevalent in the United States. The games are played on the original hardware, on modern hardware via emulation, or on modern hardware via ports or compilations (though those 'in the hobby' tend toward original hardware and emulation).[44]

Classification in taxonomies

A number of taxonomies have been proposed which classify gamer types and the aspects they value in games.[45]

The Bartle taxonomy of player types classifies gamers according to their preferred activities within the game:

  • Achievers, who like to gain points and overall succeed within the game parameters, collecting all rewards and game badges.
  • Explorers, who like to discover all areas within the game, including hidden areas and glitches, and expose all game mechanics.
  • Socializers, who prefer to play games for the social aspect, rather than the actual game itself.
  • Beaters, who thrive on competition with other players.
  • Completionists, who are combinations of the Achiever and Explorer types. They complete every aspect of the game (main story, side quests, achievements) while finding every secret within it.

The MDA framework describes various aspects of the game regarding the basic rules and actions (Mechanics), how they build up during game to develop the gameplay (Dynamics), and what emotional response they convey to the player (Aesthetics). The described esthetics are further classified as Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression and Submission. Jesse Schell extends this classification with Anticipation, Schadenfreude, Gift giving, Humour, Possibility, Pride, Purification, Surprise, Thrill, Perseverance and Wonder, and proposes a number of generalizations of differences between how males and females play.[46]

Avatar

Creating an avatar sets the stage of a player becoming an avatar; it is the first interaction that a potential player must make to identify themselves among the gaming community.[47] An avatar, username, game name, alias, gamer tag, screen name, or handle is a name (usually a pseudonym) adopted by a video gamer, used as a main preferred identification to the gaming community. Usage of user names is often most prevalent in games with online multiplayer support, or at electronic sport conventions. While some well-known gamers only go by their online handle, a number have adopted to using their handle within their real name typically presented as a middle name, such as Tyler "Ninja" Blevins or Jay "sinatraa" Won.

Similarly, a clan tag is a prefix or suffix added to a name to identify that the gamer is in a clan. Clans are generally a group of gamers who play together as a team against other clans. They are most commonly found in online multi-player games in which one team can face off against another. Clans can also be formed to create loosely based affiliations perhaps by all being fans of the same game or merely gamers who have close personal ties to each other. A team tag is a prefix or suffix added to a name to identify that the gamer is in a team. Teams are generally sub-divisions within the same clan and are regarded within gaming circuits as being a purely competitive affiliation. These gamers are usually in an online league such as the Cyberathlete Amateur League (C.A.L.) and their parent company the Cyberathlete Professional League (C.P.L.) where all grouped players were labeled as teams and not clans.

Clans and guilds

A clan, squad or guild is a group of players that form, usually under an informal 'leader' or administrator. Clans are often formed by gamers with similar interests; many clans or guilds form to connect an 'offline' community that might otherwise be isolated due to geographic, cultural or physical barriers. Some clans are composed of professional gamers, who enter competitive tournaments for cash or other prizes; most, however, are simply groups of like-minded players that band together for a mutual purpose (for example, a gaming-related interest or social group).

Identity

The identity of being a gamer is partly self-determination and partly performativity of characteristics society expects a gamer to embody.[48] These expectations include not only a high level of dedication to playing games, but also preferences for certain types of games, as well as an interest in game-related paraphernalia like clothing and comic books.[48] According to Graeme Kirkpatrick, the "true gamer" is concerned first and foremost with gameplay.[49] The Escapist founder Alexander Macris says a gamer is an enthusiast with greater dedication to games than just playing them, similar in connotation to "cinemaphile".[50] People who play may not identify as gamers because they feel they don't play "enough" to qualify.[48] Social stigma against games has influenced some women and minorities to distance themselves from the term "gamer", even though they may play regularly.[48][51]

Demographics

Games are stereotypically associated with young males, but the diversity of the audience has been steadily increasing over time.[52] This stereotype exists even among a majority of women who play video games regularly.[53] Among players using the same category of device (e.g., console or phone), patterns of play are largely the same between men and women. Diversity is driven in part by new hardware platforms.[52] Expansion of the audience was catalyzed by Nintendo's efforts to reach new demographics.[24] Market penetration of smartphones with gaming capabilities further expanded the audience,[24] since in contrast to consoles or high-end PCs, mobile phone gaming requires only devices that non-gamers are likely to already own.[52]

While 48% of women in the United States report having played a video game, only 6% identify as gamers, compared to 15% of men who identify as gamers.[54] This rises to 9% among women aged 18–29, compared to 33% of men in that age group. Half of female PC gamers in the U.S. consider themselves to be core or hardcore gamers.[55][56] Connotations of "gamer" with sexism on the fringe of gaming culture has caused women to be less willing to adopt the label.[57]

Racial minorities responding to Pew Research were more likely to describe themselves as gamers, with 19% of Hispanics identifying as gamers, compared to 11% of African-Americans and 7% of whites.[54] The competitive fighting game scene is noted as particularly racially diverse and tolerant.[58] This is attributed to its origin in arcades, where competitors met face to face and the barrier to entry was merely a quarter.[58] Only 4% of those aged 50 and over identified as gamers.[54]

Casualization

Casualization is a trend in video games towards simpler games appealing to larger audiences, especially women or the elderly.[24] Some developers, hoping to attract a broader audience, simplify or remove aspects of gameplay in established genres and franchises.[59] Compared to seminal titles like DOOM, more recent mass-market action games like the Call of Duty series are less sensitive to player choice or skill, approaching the status of interactive movies.[60]

The trend towards casual games is decried by some self-identified gamers who emphasize gameplay, meaning the activities that one undertakes in a game.[49] According to Brendan Keogh, these are inherently masculine activities such as fighting and exerting dominance. He further says that games women prefer are more passive experiences, and male gamers deride the lack of interactivity in these games because of this association with femininity.[49] Belying these trends, games including The Sims or Minecraft have some of the largest audiences in the industry while also being very complex.[59] According to Joost van Dreunen of SuperData Research, girls who play Minecraft are "just as 'hardcore' as the next guy over who plays Counter-Strike".[61] Dreunen says being in control of a game's environment appeals equally to boys and girls.[61] Leigh Alexander argued that appealing to women does not necessarily entail reduced difficulty or complexity.[62]

See also

References

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  62. ^ Alexander, Leigh (August 16, 2013). . Edge. Archived from the original on July 13, 2014.
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gamer, this, article, about, people, play, type, game, especially, video, games, gamblers, gambling, other, uses, disambiguation, this, article, contains, weasel, words, vague, phrasing, that, often, accompanies, biased, unverifiable, information, such, statem. This article is about people who play any type of game especially video games For gamblers see Gambling For other uses see Gamer disambiguation This article contains weasel words vague phrasing that often accompanies biased or unverifiable information Such statements should be clarified or removed December 2021 A gamer is a proactive hobbyist who plays interactive games especially video games tabletop role playing games and skill based card games and who plays for usually long periods of time Some gamers are competitive meaning they routinely compete in some games for money prizes awards or the mere pleasure of competition and overcoming obstacles In some countries such as the UK and Australia the term gaming can refer to legalized gambling which can take both traditional and digital forms through online gambling There are many different gamer communities around the world Since the advent of the Internet many communities take the form of Internet forums or YouTube or Twitch virtual communities as well as in person social clubs Originally a hobby it has evolved into a profession for some In 2021 there were an estimated 3 24 billion gamers across the globe 1 better source needed Contents 1 Etymology 2 Categories 2 1 Female gamer gamer girl 3 Psychology 4 Types and demographics 4 1 Sexes 4 2 Gaymer 4 3 Dedication spectrum 4 4 Professional gamer 4 5 Retrogamer 4 6 Classification in taxonomies 5 Avatar 6 Clans and guilds 7 Identity 7 1 Demographics 7 2 Casualization 8 See also 9 ReferencesEtymologyThe term gamer originally meant gambler and has been in use since at least 1422 when the town laws of Walsall England referred to any dice player carder tennis player or other unlawful gamer However this description has not been adopted in the United States where it became associated with other pastimes In the US they made their appearance as wargames Wargames were originally created as a military and strategy tool When Dungeons amp Dragons was released it was originally marketed as a wargame but later was described by its creators as a role playing game They too called their players gamers and this is where the word changed definition from someone who gambles to someone who plays board games and or video games 2 CategoriesFurther information Video game Demographics In the United States as of 2018 28 of gamers are under 18 29 are 18 35 20 are 36 49 and 23 are over 50 3 In the UK as of 2014 29 are under 18 32 are 18 35 and 39 are over 36 4 According to Pew Research Center 49 of adults have played a video game at some point in their life and those who have are more likely to let their children or future children play Those who play video games regularly are split roughly equally between male and female but men are more likely to call themselves a gamer 5 As of 2019 the average gamer is 33 years old 6 Female gamer gamer girl Main article Women and video games A female gamer or gamer girl or girl gamer is any female who regularly engages in playing video games According to a study conducted by the Entertainment Software Association in 2009 40 of the game playing population is female and women 18 or older comprise 34 of all gamers Also the percentage of women playing online had risen to 43 up 4 from 2004 The same study shows that 48 of game purchasers are female 7 4 According to a 2015 Pew survey 6 of women in the United States identify as gamers compared to 15 of men and 48 of women and 50 of men play video games 8 Usage of the term girl gamer is controversial Some critics have advocated use of the label as a reappropriated term while others see it as nondescriptive or perpetuating the minority position of female gamers Some critics of the term believe there is no singular definition of a female gamer and that they are as diverse as any other group However it is generally understood that the term girl gamer implies that it is a girl who plays video games 9 PsychologyMain article Learning curve Difficulty curves in video games Shigeru Miyamoto says that I think that first a game needs a sense of accomplishment And you have to have a sense that you have done something so that you get that sense of satisfaction of completing something 10 Gaming is a form of escapism 11 Hideo Kojima states that If the player isn t tricked into believing that the world is real then there s no point in making the game 12 In April 2020 researchers found that top gamers shared the same mental toughness as Olympian athletes 13 14 Escapism in gaming is a major factor in why individuals have falling in love with gaming This idea of being in another world while gaming has become very common with gamers these video games create a new world where these gamers feel they fit in and can control what is going on 15 Types and demographicsSexes An African American male posing with two game controllers The two most controversial issues surrounding the gaming world in today s day and age are ideas of gender roles and LGBTQ involvement in the gaming industry It is first important to understand the difference between men and women in the world of gaming Although roughly the same number of men and women play games the stereotype of a gamer is one that is predominantly male A justification sometimes given for this is that while many women occasionally play games they should not be considered true gamers because they tend to play games that are more casual and require fewer skills than men This stereotype is perpetuated by the fact that at a professional level most of the teams competing are composed of men while female gamers of moderate skill are rendered invisible The Idea behind a woman being a more active player than a man fits the common concept of what is seen to be a typical video game player in the gaming industry The average gamer is seen to be a male player who is usually Caucasian 16 Aside from the average look of a gamer It is notable to understand that a study has shown 48 of game purchases are from female consumers but in 2015 only 6 of women that are in the U S identify as a gamer Ideas behind the word girl gamer tend to spark a contentious reaction and the use of this name has been supported as a title that is seen as a reappropriated term A woman gamer participating with men at gamescom Gaymer Main article Gaymer Silicon Valley Pride Parade Besides the distinction of a girl gamer from a male gamer there is also a common understanding as stereotype of a Gaymer A Gaymer is a depiction of a gay gamer and someone who identifies their sexual orientation to be a part of the LGBT gay bisexual lesbian or transgender community while participating in video games The concept of Gaymer s have and are a part of two surveys in 2006 and 2009 The 2006 survey took note of the levels of detriment that Gaymer s may have experienced and the 2009 survey kept detail of the content that Gaymer s would find to be normalized in video games Staying the topic of ideas behind gaming and the relationship with the LGBTQ community it has been noted that video games are starting to develop more characters and depictions of members from this specific community Some of the topics of these specific LGBTQ friendly video games include such ideas as queer coming out stories and queer relationships 17 These games are also providing the option of character creation with different forms of gender expression along with more LGBTQ romance options 17 One example of these games in the LGBTQ realm of dating would be something called Dream Daddy that was released in 2017 18 This physical game had many queer individuals debating but the overall representation of the game was applauded by many of the LGBTQ members due to its accurate presentation and the way that it provided comfort to people of many sexualities The concept of having more of these gender and sexuality friendly games is providing LGBTQ members with a safe space to feel welcome and explore their queer personality preferences in a more confident manner Dedication spectrum It is common for games media games industry analysts and academics to divide gamers into broad behavioral categories These categories are sometimes separated by level of dedication to gaming sometimes by primary type of game played and sometimes by a combination of those and other factors There is no general consensus on the definitions or names of these categories though many attempts have been made to formalize them An overview of these attempts and their common elements follows Newbie commonly shortened to noob n00b or newb A slang term for a novice or newcomer to a certain game or to gaming in general 19 20 Casual gamer The term often used for gamers who primarily play casual games but can also refer to gamers who play less frequently than other gamers 21 Casual gamers may play games designed for ease of gameplay or play more involved games in short sessions or at a slower pace than hardcore gamers 9 The types of game that casual gamers play vary and they are less likely to own a dedicated video game console 22 23 Notable examples of casual games include The Sims and Nintendogs 24 Casual gamer demographics vary greatly from those of other video gamers as the typical casual gamer is older and more predominantly female 25 Fitness gamers who play motion based exercise games are also seen as casual gamers 26 Core gamer also mid core A player with a wider range of interests than a casual gamer and is more likely to enthusiastically play different types of games 27 but without the amount of time spent and sense of competition of a hardcore gamer The mid core gamer enjoys games but may not finish every game they buy and is a target consumer 28 29 Former Nintendo president Satoru Iwata stated that they designed the Wii U to cater to core gamers who are in between the casual and hardcore categories 30 A number of theories have been presented regarding the rise in popularity of mid core games James Hursthouse the founder of Roadhouse Interactive credits the evolution of devices towards tablets and touch screen interfaces whereas Jon Radoff of Disruptor Beam compares the emergence of mid core games to similar increases in media sophistication that have occurred in media such as television 31 Hardcore gamer Ernest Adams and Scott Kim have proposed classification metrics to distinguish hardcore gamers from casual gamers 32 emphasizing action competition complexity gaming communities and staying abreast of developments in hardware and software Others have attempted to draw the distinction based primarily on which platforms a gamer prefers 33 or to decry the entire concept of delineating casual from hardcore as divisive and vague 34 Professional gamer Professional gamers generally play video games for prize money or salaries Usually such individuals deeply study the game in order to master it and usually to play in competitions like esports 35 A pro gamer may also be another type of gamer such as a hardcore gamer if he or she meets the additional criteria for that gamer type In countries of Asia particularly South Korea and China professional gamers and teams are sponsored by large companies and can earn more than US 100 000 a year 36 In 2006 Major League Gaming contracted several Halo 2 players including Tom Tsquared Taylor and members of Team Final Boss with 250 000 yearly deals 37 Many professional gamers find that competitions are able to provide a substantial amount of money to support themselves However oftentimes these popular gamers can locate even more lucrative options One such option is found through online live streaming of their games These gamers who take time out of their lives to stream make money from their stream usually through sponsorships with large companies looking for a new audience or donations from their fans just trying to support their favorite streamer Live streaming often occurs through popular websites such as Twitch Hitbox Mixer and YouTube Professional gamers with particularly large followings can often bring their fan bases to watch them play on live streams An example of this is shown through retired professional League of Legends player Wei CaoMei Han Dong 38 Han Dong had decided to retire from esports due to his ability to acquire substantially higher pay through live streaming His yearly salary through the Battle Flag TV live streaming service increased his pay to roughly 800 000 yearly citation needed Live streaming can be seen by many as a truly lucrative way for professional gamers to make money in a way that can also lessen the pressure in the competitive scene We are seeing a rapid increase in the young video game players wanting to be Professional Gamers instead of the pro athlete The career path of becoming a professional gamer is open for anyone any race gender and background 39 A gamer is a person who plays video games for long periods of time on gaming consoles ranging from PC s to Xbox s and PlayStation s In countries like the UK and Australia gaming stands for legalized gambling The gaming community now has developed at a much faster rate and now is being considered esports These more serious gamers are professional gamers they are individuals that take the average everyday gaming much more seriously and profit from how they perform 40 Gaymer Logo for LGBT Gaming Convention Although the LGBTQ gamers are starting to make more of a mark in the gaming world there are still many disadvantages to this process Homophobia in the gaming world does tend to take a toll on the problem of an equally shared gaming experience This is both an issue within the games industry and many areas of the games culture The brings back the thought of importance for increasing LGBTQ representation in games especially with such events as GaymerX 41 There is a study called the online roulette survey that shows that queer gamers are at a disadvantage financially for the fact that the highest earning professional gamers in the LGBTQ community bring in less money than popular heterosexual professional gamers 42 This highlights that not only is there a huge divide between male and female counterparts in the gaming industry but there also happens to be a great divide when it comes to sexual preference in the gaming world especially when it comes to the professional gaming scene Often tech companies privilege men s point of view over women s participation in tech and their consumption which could be seen as vice versa for people of a homosexual and heterosexual identity 43 The two topics will always hold a big weight in the gaming industry Retrogamer Main article Retrogaming A retro gamer is a gamer who prefers to play and often enough collect retro games older video games and arcade games They may also be called classic gamers or old school gamers which are terms that are more prevalent in the United States The games are played on the original hardware on modern hardware via emulation or on modern hardware via ports or compilations though those in the hobby tend toward original hardware and emulation 44 Classification in taxonomies A number of taxonomies have been proposed which classify gamer types and the aspects they value in games 45 The Bartle taxonomy of player types classifies gamers according to their preferred activities within the game Achievers who like to gain points and overall succeed within the game parameters collecting all rewards and game badges Explorers who like to discover all areas within the game including hidden areas and glitches and expose all game mechanics Socializers who prefer to play games for the social aspect rather than the actual game itself Beaters who thrive on competition with other players Completionists who are combinations of the Achiever and Explorer types They complete every aspect of the game main story side quests achievements while finding every secret within it The MDA framework describes various aspects of the game regarding the basic rules and actions Mechanics how they build up during game to develop the gameplay Dynamics and what emotional response they convey to the player Aesthetics The described esthetics are further classified as Sensation Fantasy Narrative Challenge Fellowship Discovery Expression and Submission Jesse Schell extends this classification with Anticipation Schadenfreude Gift giving Humour Possibility Pride Purification Surprise Thrill Perseverance and Wonder and proposes a number of generalizations of differences between how males and females play 46 AvatarThis section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed December 2021 Learn how and when to remove this template message Main article Avatar computing See also Player character Creating an avatar sets the stage of a player becoming an avatar it is the first interaction that a potential player must make to identify themselves among the gaming community 47 An avatar username game name alias gamer tag screen name or handle is a name usually a pseudonym adopted by a video gamer used as a main preferred identification to the gaming community Usage of user names is often most prevalent in games with online multiplayer support or at electronic sport conventions While some well known gamers only go by their online handle a number have adopted to using their handle within their real name typically presented as a middle name such as Tyler Ninja Blevins or Jay sinatraa Won Similarly a clan tag is a prefix or suffix added to a name to identify that the gamer is in a clan Clans are generally a group of gamers who play together as a team against other clans They are most commonly found in online multi player games in which one team can face off against another Clans can also be formed to create loosely based affiliations perhaps by all being fans of the same game or merely gamers who have close personal ties to each other A team tag is a prefix or suffix added to a name to identify that the gamer is in a team Teams are generally sub divisions within the same clan and are regarded within gaming circuits as being a purely competitive affiliation These gamers are usually in an online league such as the Cyberathlete Amateur League C A L and their parent company the Cyberathlete Professional League C P L where all grouped players were labeled as teams and not clans Clans and guildsThis section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed December 2021 Learn how and when to remove this template message A clan squad or guild is a group of players that form usually under an informal leader or administrator Clans are often formed by gamers with similar interests many clans or guilds form to connect an offline community that might otherwise be isolated due to geographic cultural or physical barriers Some clans are composed of professional gamers who enter competitive tournaments for cash or other prizes most however are simply groups of like minded players that band together for a mutual purpose for example a gaming related interest or social group IdentityThe identity of being a gamer is partly self determination and partly performativity of characteristics society expects a gamer to embody 48 These expectations include not only a high level of dedication to playing games but also preferences for certain types of games as well as an interest in game related paraphernalia like clothing and comic books 48 According to Graeme Kirkpatrick the true gamer is concerned first and foremost with gameplay 49 The Escapist founder Alexander Macris says a gamer is an enthusiast with greater dedication to games than just playing them similar in connotation to cinemaphile 50 People who play may not identify as gamers because they feel they don t play enough to qualify 48 Social stigma against games has influenced some women and minorities to distance themselves from the term gamer even though they may play regularly 48 51 Demographics Games are stereotypically associated with young males but the diversity of the audience has been steadily increasing over time 52 This stereotype exists even among a majority of women who play video games regularly 53 Among players using the same category of device e g console or phone patterns of play are largely the same between men and women Diversity is driven in part by new hardware platforms 52 Expansion of the audience was catalyzed by Nintendo s efforts to reach new demographics 24 Market penetration of smartphones with gaming capabilities further expanded the audience 24 since in contrast to consoles or high end PCs mobile phone gaming requires only devices that non gamers are likely to already own 52 While 48 of women in the United States report having played a video game only 6 identify as gamers compared to 15 of men who identify as gamers 54 This rises to 9 among women aged 18 29 compared to 33 of men in that age group Half of female PC gamers in the U S consider themselves to be core or hardcore gamers 55 56 Connotations of gamer with sexism on the fringe of gaming culture has caused women to be less willing to adopt the label 57 Racial minorities responding to Pew Research were more likely to describe themselves as gamers with 19 of Hispanics identifying as gamers compared to 11 of African Americans and 7 of whites 54 The competitive fighting game scene is noted as particularly racially diverse and tolerant 58 This is attributed to its origin in arcades where competitors met face to face and the barrier to entry was merely a quarter 58 Only 4 of those aged 50 and over identified as gamers 54 Casualization Casualization is a trend in video games towards simpler games appealing to larger audiences especially women or the elderly 24 Some developers hoping to attract a broader audience simplify or remove aspects of gameplay in established genres and franchises 59 Compared to seminal titles like DOOM more recent mass market action games like the Call of Duty series are less sensitive to player choice or skill approaching the status of interactive movies 60 The trend towards casual games is decried by some self identified gamers who emphasize gameplay meaning the activities that one undertakes in a game 49 According to Brendan Keogh these are inherently masculine activities such as fighting and exerting dominance He further says that games women prefer are more passive experiences and male gamers deride the lack of interactivity in these games because of this association with femininity 49 Belying these trends games including The Sims or Minecraft have some of the largest audiences in the industry while also being very complex 59 According to Joost van Dreunen of SuperData Research girls who play Minecraft are just as hardcore as the next guy over who plays Counter Strike 61 Dreunen says being in control of a game s environment appeals equally to boys and girls 61 Leigh Alexander argued that appealing to women does not necessarily entail reduced difficulty or complexity 62 See also Video Games portal Society portalEntertainment Consumers Association Esports Gamers Outreach Foundation Going Cardboard documentary List of gaming topics Player game Video game addictionReferences Number of gamers worldwide Statista Archived from the original on November 8 2021 Retrieved November 8 2021 Willaert Kate April 24 2019 The Origin Of The Term Gamer ACriticalHit Archived from the original on December 8 2019 Retrieved June 26 2019 U S average age of video gamers 2018 Statistic Statista Archived from the original on June 16 2019 Retrieved June 16 2019 a b Facts and Figures Askaboutgames Archived from the original on June 13 2007 Retrieved July 16 2010 Duggan Maeve December 15 2015 Gaming and Gamers Pew Research Center Internet Science amp Tech Archived from the original on June 29 2016 Retrieved June 27 2016 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Retrieved July 16 2011 Campbell Colin October 10 2005 GameStop Edge Future Archived from the original on December 3 2007 Retrieved February 7 2008 Iwata Asks E3 2011 Special Edition Nintendo p 7 Archived from the original on June 8 2011 Retrieved June 9 2011 Iwata On the other hand I certainly do not think that Wii was able to cater to every gamer s needs so that s also something I wanted to resolve The keyword for our presentation at this year s E3 is Deeper and Wider With Wii U I would like to offer this proposal with that concept Core gamers mobile games and the origins of the midcore audience Polygon August 9 2013 Archived from the original on August 12 2013 Retrieved August 13 2013 Adams Ernest June 5 2002 From Casual to Core A Statistical Mechanism for Studying Gamer Dedication Gamasutra Gamasutra Archived from the original on July 14 2014 Retrieved June 17 2014 The problems of defining a hardcore gamer Archived from the original on February 5 2015 Retrieved February 4 2015 Tassi 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December 24 2015 Retrieved December 19 2015 McPhate Mike December 16 2015 Women Who Play Games Shun Gamer Label The New York Times Archived from the original on July 8 2017 Retrieved March 1 2017 a b Bowman Rich February 6 2014 Why the Fighting Game Community is Color Blind Polygon Archived from the original on December 22 2015 Retrieved December 19 2015 a b Swift Johnathon January 10 2014 Dumbing down Gamasutra Archived from the original on December 22 2015 Retrieved December 20 2015 Stewart Keith July 7 2015 22 years on Doom retains the ability to shock The Guardian Archived from the original on December 22 2015 Retrieved December 20 2015 a b Harwell Drew More women play video games than boys and other surprising facts lost in the mess of Gamergate The Washington Post Archived from the original on December 23 2015 Retrieved December 20 2015 Alexander Leigh August 16 2013 Too many gamers think diversity means dumbing down it s time to forget that outmoded view Edge Archived from the original on July 13 2014 Listen to this article 24 minutes source source This audio file was created from a revision of this article dated 3 September 2021 2021 09 03 and does not reflect subsequent edits Audio help More spoken articles Retrieved from https en wikipedia org w index php title Gamer amp oldid 1150591186, wikipedia, wiki, book, books, library,

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