Who plays, how much, and why? Debunking the stereotypical gamer profile
By Dmitri Williams, N. Yee, Scott E. Caplan. J. Comput. Mediat. Commun., 2008
705 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/57dc0e0815c707d2a57d49a2d6195a7d663b60cf
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Cheryl K. Olson
- Daria J. Kuss
- Jing Feng
- Ian Spence
- Max Sjöblom
- C. Ferguson
- Mark D. Griffiths
- Juho Hamari
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Daria J. Kuss
- Mark D. Griffiths
- C. Ferguson
- Max Sjöblom
- Lauri Keronen
- Cheryl K. Olson
Citations in the corpus
- Video Games and Spatial Cognition (2010, background): “Practically all children play computer games at one time or another, and this may affect their behavior (Greenfield, 1984, 2009; Olson, 2010; Subrahmanyam & Greenfield, 2008; Williams, Yee, & Caplan, 2008).”
- Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2012, background): “Many studies disprove the dominant White, heterosexual, male, teen gamer image (e.g. Williams et al., 2008).”
- Network-Related Personality and the Agency Question: Multirole Evidence from a Virtual World1 (2012, background): “(1983) on the advantage of centrality from having alternative exchange partners; Burt (1980) on the advantage of disconnected contacts, later discussed as access to structural holes (Burt 1992); and Lin, Ensel, and Vaughn (1981) on the advantage of distant, prestigious contacts, later elaborated in ”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, methodology): “Motivations for playing were assessed by the following means: semi-structured interviews (Beranuy et al. 2010; King and Delfabbro 2009b; Wan and Chiou 2006b) as well as theoretical frameworks (Choi et al. 2000; Myers, 1990; Williams et al. 2008).”
- What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2017, neutral): “People believe that gamers are men (Kowert et al. 2012; Williams et al. 2008).”
- Why do people play games? A meta-analysis (2017, background): “…et al. 2012; Ijsselsteijn et al. 2007; Jansz et al. 2010; Koivisto & Hamari 2014; Mäntymäki & Riemer 2014; Mäntymäki & Salo 2015; Mäyrä & Ermi 2014; Williams et al. 2008; Williams et al. 2009; Zhou et al. 2011), and which use a wide variety of business models (Alha et al. 2014; Alha et al. 2016;…”
- Consequences of Play: A Systematic Review of the Effects of Online Gaming (2012, background): “Combat simulation, or first-person shooter video games captured only 0.2% of the market, and less than 2% of video games played were in the social/other category (Woodcock 2008).”
- What is eSports and why do people watch it? (2017, background): “Finally, the third category is focused on the demographic and other background factors of players (Hamari and Lehdonvirta, 2010; Jansz et al., 2010; Koivisto and Hamari, 2014; Mäyrä et al., 2016; Williams et al., 2008; Yee, 2006b).”
- Geek or Chic? Emerging Stereotypes of Online Gamers (2012, background): “First, adjectives discussed in the academic literature pertaining to the stereotypes of online gamers were included (Griffiths, Davies, & Chappell, 2003; Williams, 2005; Williams et al., 2008).”
- Demographic differences in perceived benefits from gamification (2014, methodology): “The benefits examined in this study were limited, so some motivators, such as competition or mastery, that previous studies have associated more with men (Hartmann & Klimmt, 2006; Williams et al., 2008), were not measured.”
- Friends, fun, frustration and fantasy: Child motivations for video game play (2013, background): “The stereotype of ‘‘loner’’ gamers as well as concerns that games may reduce social interaction need to be reconsidered (Williams et al. 2008).”