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Gameplay is the specific way in which players interact with a game . The term applies to both video games and tabletop games . Gameplay is the connection between the player and the game, the player's overcoming of challenges, and the pattern of player behavior defined through the game's rules.

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105-455: A gamer is someone who plays interactive games , either video games , tabletop role-playing games , skill-based card games , or any combination thereof, and who often plays for extended periods of time. Originally a hobby, gaming has evolved into a profession for some, with some gamers routinely competing in games for money, prizes, or awards. In some countries, such as the US, UK, and Australia,

210-505: 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 Gaymers is a part of two surveys in 2006 and 2009. The 2006 survey took note of the levels of detriment that Gaymers may have experienced, and

315-464: 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. 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 non-descriptive or perpetuating the minority position of female gamers. Some critics of the term believe there

420-459: A broader audience, simplify or remove aspects of gameplay in established genres and franchises. 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 . The trend towards casual games is decried by some self-identified gamers who emphasize gameplay, meaning

525-423: A category to identify response patterns. Second, categorized information is more specific than non-categorized information, as categorization accentuates properties that are shared by all members of a group. Third, people can readily describe objects in a category because objects in the same category have distinct characteristics. Finally, people can take for granted the characteristics of a particular category because

630-469: A cognitive mechanism known as illusory correlation – an erroneous inference about the relationship between two events. If two statistically infrequent events co-occur, observers overestimate the frequency of co-occurrence of these events. The underlying reason is that rare, infrequent events are distinctive and salient and, when paired, become even more so. The heightened salience results in more attention and more effective encoding , which strengthens

735-497: 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. 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 . A pro gamer may also be another type of gamer, such as

840-419: A group and being part of that group must also be salient for the individual. Craig McGarty, Russell Spears, and Vincent Y. Yzerbyt (2002) argued that the cognitive functions of stereotyping are best understood in relation to its social functions, and vice versa. Stereotypes can help make sense of the world. They are a form of categorization that helps to simplify and systematize information. Thus, information

945-401: A gun or a harmless object (e.g., a mobile phone). Participants had to decide as quickly as possible whether to shoot the target. When the target person was armed, both black and white participants were faster in deciding to shoot the target when he was black than when he was white. When the target was unarmed, the participants avoided shooting him more quickly when he was white. Time pressure made

1050-482: 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. 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. Many professional gamers find that competitions are able to provide

1155-513: A homosexual and heterosexual identity. The two topics will always hold a big weight in the gaming industry. A retro gamer is a gamer who prefers to play, and 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 can be played on the original hardware, on modern hardware via emulation , or on modern hardware via ports or compilations (though those 'in

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1260-449: A landmark study, David Hamilton and Richard Gifford (1976) examined the role of illusory correlation in stereotype formation. Subjects were instructed to read descriptions of behaviors performed by members of groups A and B. Negative behaviors outnumbered positive actions and group B was smaller than group A, making negative behaviors and membership in group B relatively infrequent and distinctive. Participants were then asked who had performed

1365-461: 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 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 . 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. In

1470-490: A more negative stereotype of people from countries that were the United States's WWII enemies . If there are no changes to an intergroup relationship, then relevant stereotypes do not change. According to a third explanation, shared stereotypes are neither caused by the coincidence of common stimuli, nor by socialisation. This explanation posits that stereotypes are shared because group members are motivated to behave in certain ways, and stereotypes reflect those behaviours. It

1575-466: A mutual purpose (for example, a gaming-related interest or social group). The identity of being a gamer is partly self-determination and partly performativity of characteristics society expects a gamer to embody. 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. According to Graeme Kirkpatrick ,

1680-610: 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. A clan , squad or guild

1785-471: A newer model of stereotype content theorizes that stereotypes are frequently ambivalent and vary along two dimensions: warmth and competence. Warmth and competence are respectively predicted by lack of competition and status . Groups that do not compete with the in-group for the same resources (e.g., college space) are perceived as warm, whereas high-status (e.g., economically or educationally successful) groups are considered competent. The groups within each of

1890-440: A number of generalizations of differences between how males and females play. Creating an avatar can be one of the first interaction that a potential player makes to identify themselves among the gaming community. An avatar, username, game name, alias, gamer tag, screen name, or handle is a name (usually a pseudonym ) adopted by a video gamer, often used as a main preferred identification to the gaming community. Usage of user names

1995-452: A person's task of understanding his or her world less cognitively demanding. In the following situations, the overarching purpose of stereotyping is for people to put their collective self (their in-group membership) in a positive light: As mentioned previously, stereotypes can be used to explain social events. Henri Tajfel described his observations of how some people found that the antisemitic fabricated contents of The Protocols of

2100-583: A pretest had revealed that subjects had no preexisting expectations about attitudes toward euthanasia and the department that students belong to. The attribution error created the new stereotype that law students are more likely to support euthanasia. Nier et al. (2012) found that people who tend to draw dispositional inferences from behavior and ignore situational constraints are more likely to stereotype low-status groups as incompetent and high-status groups as competent. Participants listened to descriptions of two fictitious groups of Pacific Islanders , one of which

2205-459: A set of actions: a person of group A or group B. Results showed that subjects overestimated the frequency with which both distinctive events, membership in group B and negative behavior, co-occurred, and evaluated group B more negatively. This despite the fact the proportion of positive to negative behaviors was equivalent for both groups and that there was no actual correlation between group membership and behaviors. Although Hamilton and Gifford found

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2310-437: A similar effect for positive behaviors as the infrequent events, a meta-analytic review of studies showed that illusory correlation effects are stronger when the infrequent, distinctive information is negative. Hamilton and Gifford's distinctiveness-based explanation of stereotype formation was subsequently extended. A 1994 study by McConnell, Sherman, and Hamilton found that people formed stereotypes based on information that

2415-439: A social group and a domain or attribute. For example, one can have beliefs that women and men are equally capable of becoming successful electricians but at the same time many can associate electricians more with men than women. In social psychology , a stereotype is any thought widely adopted about specific types of individuals or certain ways of behaving intended to represent the entire group of those individuals or behaviors as

2520-674: 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 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

2625-627: A video game, only 6% identify as gamers, compared to 15% of men who identify as gamers. 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. Connotations of "gamer" with sexism on the fringe of gaming culture has caused women to be less willing to adopt the label. 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 . The competitive fighting game scene

2730-474: 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. 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

2835-508: A whole. These thoughts or beliefs may or may not accurately reflect reality. Within psychology and across other disciplines, different conceptualizations and theories of stereotyping exist, at times sharing commonalities, as well as containing contradictory elements. Even in the social sciences and some sub-disciplines of psychology, stereotypes are occasionally reproduced and can be identified in certain theories, for example, in assumptions about other cultures. The term stereotype comes from

2940-474: 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

3045-471: Is an estimate of how people spontaneously stereotype U.S social groups of people using traits. Koch et al. conducted several studies asking participants to list groups and sort them according to their similarity. Using statistical techniques, they revealed three dimensions that explained the similarity ratings. These three dimensions were agency (A), beliefs (B), and communion (C). Agency is associated with reaching goals, standing out and socio-economic status and

3150-495: Is better to categorise ingroup members under different categories (e.g., Democrats versus Republican) than under a shared category (e.g., American). Finally, ingroup members may influence each other to arrive at a common outgroup stereotype. Different disciplines give different accounts of how stereotypes develop: Psychologists may focus on an individual's experience with groups, patterns of communication about those groups, and intergroup conflict. As for sociologists, they may focus on

3255-422: Is driven in part by new hardware platforms. Expansion of the audience was catalyzed by Nintendo's efforts to reach new demographics . Market penetration of smartphones with gaming capabilities further expanded the audience, since in contrast to consoles or high-end PCs, mobile phone gaming requires only devices that non-gamers are likely to already own. While 48% of women in the United States report having played

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3360-415: Is important to note from this explanation that stereotypes are the consequence, not the cause, of intergroup relations . This explanation assumes that when it is important for people to acknowledge both their ingroup and outgroup, they will emphasise their difference from outgroup members, and their similarity to ingroup members. International migration creates more opportunities for intergroup relations, but

3465-757: Is making judgments about a particular person B from group G , and person A has an explicit stereotype for group G , their decision bias can be partially mitigated using conscious control; however, attempts to offset bias due to conscious awareness of a stereotype often fail at being truly impartial, due to either underestimating or overestimating the amount of bias being created by the stereotype. Implicit stereotypes are those that lay on individuals' subconsciousness, that they have no control or awareness of. "Implicit stereotypes are built based on two concepts, associative networks in semantic (knowledge) memory and automatic activation". Implicit stereotypes are automatic and involuntary associations that people make between

3570-425: Is more easily identified, recalled, predicted, and reacted to. Stereotypes are categories of objects or people. Between stereotypes, objects or people are as different from each other as possible. Within stereotypes, objects or people are as similar to each other as possible. Gordon Allport has suggested possible answers to why people find it easier to understand categorized information. First, people can consult

3675-437: Is no longer as clearly and/or as positively differentiated from relevant outgroups, and they want to restore the intergroup differentiation to a state that favours the ingroup. Stereotypes can emphasize a person's group membership in two steps: Stereotypes emphasize the person's similarities with ingroup members on relevant dimensions, and also the person's differences from outgroup members on relevant dimensions. People change

3780-480: 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. 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." In April 2020, researchers found that top gamers shared

3885-403: Is noted as particularly racially diverse and tolerant. This is attributed to its origin in arcades, where competitors met face to face and the barrier to entry was merely a quarter . Only 4% of those aged 50 and over identified as gamers. Casualization is a trend in video games towards simpler games appealing to larger audiences, especially women or the elderly. Some developers, hoping to attract

3990-411: 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

4095-461: 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 average gamer

4200-492: Is related to competence in the SCM, with some examples of traits including poor and wealthy, powerful and powerless, low status and high status. Beliefs is associated with views on the world, morals and conservative-progressive beliefs with some examples of traits including traditional and modern, religious and science-oriented or conventional and alternative. Finally, communion is associated with connecting with others and fitting in and

4305-408: Is seen as a male player who is usually Caucasian. 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 . Besides the distinction of a "girl gamer" from

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4410-493: Is shown through retired professional League of Legends player Wei "CaoMei" Han-Dong. 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. Live streaming can be seen by many as a truly lucrative way for professional gamers to make money in

4515-814: Is similar to warmth from the SCM, with some examples of traits including trustworthy and untrustworthy, cold and warm and repellent and likeable. According to research using this model, there is a curvilinear relationship between agency and communion. For example, if a group is high or low in the agency dimension then they may be seen as un-communal, whereas groups that are average in agency are seen as more communal. This model has many implications in predicting behaviour towards stereotyped groups. For example, Koch and colleagues recently proposed that perceived similarity in agency and beliefs increases inter-group cooperation. Early studies suggested that stereotypes were only used by rigid, repressed, and authoritarian people. This idea has been refuted by contemporary studies that suggest

4620-465: Is statistically less frequent than desirable behavior. Since both events "blackness" and "undesirable behavior" are distinctive in the sense that they are infrequent, the combination of the two leads observers to overestimate the rate of co-occurrence. Similarly, in workplaces where women are underrepresented and negative behaviors such as errors occur less frequently than positive behaviors, women become more strongly associated with mistakes than men. In

4725-401: 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

4830-551: Is used for printing instead of the original. Outside of printing, the first reference to stereotype in English was in 1850, as a noun that meant 'image perpetuated without change'. However, it was not until 1922 that stereotype was first used in the modern psychological sense by American journalist Walter Lippmann in his work Public Opinion . Stereotypes, prejudice , racism, and discrimination are understood as related but different concepts. Stereotypes are regarded as

4935-430: 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

5040-513: The representativeness heuristic . The results show that sector as well as non-work role-referencing influences perceived employee professionalism but has little effect on the confirmation of particular public sector stereotypes. Moreover, the results do not confirm a congruity effect of consistent stereotypical information: non-work role-referencing does not aggravate the negative effect of sector affiliation on perceived employee professionalism. Research has shown that stereotypes can develop based on

5145-433: The "true gamer" is concerned first and foremost with gameplay . 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 ". People who play may not identify as gamers because they feel they do not play "enough" to qualify. Social stigma against games has influenced some women and minorities to distance themselves from

5250-429: The 1940s refuted the suggestion that stereotype contents cannot be changed at will. Those studies suggested that one group's stereotype of another group would become more or less positive depending on whether their intergroup relationship had improved or degraded. Intergroup events (e.g., World War II , Persian Gulf conflicts) often changed intergroup relationships. For example, after WWII, Black American students held

5355-474: The 1980s, the term gameplay was initially used solely within the context of video games, though now it is also used for tabletop games. There is no consensus on the precise definition of gameplay. It has been differently defined by different authors, but all definitions refer to player interaction with a game. For example: Theorists also agree that video game gameplay is distinct from graphics and audio elements. Some theorists add more specific elements to

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5460-539: The 2009 survey kept detail of the content that Gaymers 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 coming out stories and queer relationships. These games are also providing

5565-709: The Elders of Zion only made sense if Jews have certain characteristics. Therefore, according to Tajfel, Jews were stereotyped as being evil and yearning for world domination to match the antisemitic "facts" as presented in The Protocols of the Elders of Zion. People create stereotypes of an outgroup to justify the actions that their in-group has committed (or plans to commit) towards that outgroup. For example, according to Tajfel, Europeans stereotyped African, Indian, and Chinese people as being incapable of achieving financial advances without European help. This stereotype

5670-562: The French adjective stéréotype and derives from the Greek words στερεός ( stereos ), 'firm, solid' and τύπος ( typos ), 'impression', hence 'solid impression on one or more ideas / theories '. The term was first used in the printing trade in 1798 by Firmin Didot , to describe a printing plate that duplicated any typography . The duplicate printing plate, or the stereotype ,

5775-456: The UK as of 2014, 29% are under 18, 32% are 18-35 and 39% are over 36. 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. As of 2019,

5880-454: The ability to control (or play) characters in multi-character games such as role playing games or fighting games , or factions in real-time strategy games. Stereotype In social psychology , a stereotype is a generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can be, for example, an expectation about

5985-416: The activities that one undertakes in a game. 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. Belying these trends, games including The Sims or Minecraft have some of

6090-472: The agency–beliefs–communion (ABC) model suggested that methods to study warmth and competence in the stereotype content model (SCM) were missing a crucial element, that being, stereotypes of social groups are often spontaneously generated. Experiments on the SCM usually ask participants to rate traits according to warmth and competence but this does not allow participants to use any other stereotype dimensions. The ABC model, proposed by Koch and colleagues in 2016

6195-486: The attributes that people think characterize a group. Studies of stereotype content examine what people think of others, rather than the reasons and mechanisms involved in stereotyping. Early theories of stereotype content proposed by social psychologists such as Gordon Allport assumed that stereotypes of outgroups reflected uniform antipathy . For instance, Katz and Braly argued in their classic 1933 study that ethnic stereotypes were uniformly negative. By contrast,

6300-400: The automatic activation of negative stereotypes. In a study by Kawakami et al. (2000), for example, participants were presented with a category label and taught to respond "No" to stereotypic traits and "Yes" to nonstereotypic traits. After this training period, subjects showed reduced stereotype activation. This effect is based on the learning of new and more positive stereotypes rather than

6405-482: The average everyday gaming much more seriously and profit from how they perform. 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

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6510-564: The average gamer is 33 years old. 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. According to

6615-758: The basic definition of gameplay as the interaction between players and games. For example: Gameplay can be divided into several types. For example, cooperative gameplay involves two or more players playing on a team. Various gameplay types are listed below. Playability is a measure of the quality of gameplay. Playability represents the ease, quantity, or duration that a game can be played. Playability evaluative methods target games to improve design, while player experience evaluative methods target players to improve gaming. Different scholars analyze playability according to different sets of criteria. For example, in Playability: analyzing user experience in video games ,

6720-407: The behavior confirms and even strengthens existing stereotypes. Second, the affective or emotional aspects of prejudice render logical arguments against stereotypes ineffective in countering the power of emotional responses. Correspondence bias refers to the tendency to ascribe a person's behavior to disposition or personality, and to underestimate the extent to which situational factors elicited

6825-427: The behavior. Correspondence bias can play an important role in stereotype formation. For example, in a study by Roguer and Yzerbyt (1999) participants watched a video showing students who were randomly instructed to find arguments either for or against euthanasia . The students that argued in favor of euthanasia came from the same law department or from different departments. Results showed that participants attributed

6930-504: The belief that the events are correlated . In the inter-group context, illusory correlations lead people to misattribute rare behaviors or traits at higher rates to minority group members than to majority groups, even when both display the same proportion of the behaviors or traits. Black people , for instance, are a minority group in the United States and interaction with blacks is a relatively infrequent event for an average white American . Similarly, undesirable behavior (e.g. crime)

7035-399: The category itself may be an arbitrary grouping. A complementary perspective theorizes how stereotypes function as time- and energy-savers that allow people to act more efficiently. Yet another perspective suggests that stereotypes are people's biased perceptions of their social contexts. In this view, people use stereotypes as shortcuts to make sense of their social contexts, and this makes

7140-458: The control group (although the test did not include any words specifically referring to slowness), thus acting in a way that the stereotype suggests that elderly people will act. And the stereotype of the elder will affect the subjective perception of them through depression. In another experiment, Bargh, Chen, and Burrows also found that because the stereotype about blacks includes the notion of aggression, subliminal exposure to black faces increased

7245-457: The emotional response, and discrimination refers to actions. Although related, the three concepts can exist independently of each other. According to Daniel Katz and Kenneth Braly, stereotyping leads to racial prejudice when people emotionally react to the name of a group, ascribe characteristics to members of that group, and then evaluate those characteristics. Possible prejudicial effects of stereotypes are: Stereotype content refers to

7350-420: The four combinations of high and low levels of warmth and competence elicit distinct emotions. The model explains the phenomenon that some out-groups are admired but disliked, whereas others are liked but disrespected. This model was empirically tested on a variety of national and international samples and was found to reliably predict stereotype content. An even more recent model of stereotype content called

7455-426: 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

7560-427: The globe. 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

7665-405: The group's personality, preferences, appearance or ability. Stereotypes are often overgeneralized , inaccurate, and resistant to new information . A stereotype does not necessarily need to be a negative assumption. They may be positive, neutral, or negative. An explicit stereotype refers to stereotypes that one is aware that one holds, and is aware that one is using to judge people. If person A

7770-448: The high-status Pacific Islanders as competent. The correspondence bias was a significant predictor of stereotyping even after controlling for other measures that have been linked to beliefs about low status groups, the just-world fallacy and social dominance orientation . Based on the anti-public sector bias, Döring and Willems (2021) found that employees in the public sector are considered as less professional compared to employees in

7875-435: The hobby' tend toward original hardware and emulation). A number of taxonomies have been proposed which classify gamer types and the aspects they value in games. The Bartle taxonomy of player types classifies gamers according to their preferred activities within the game: The MDA framework describes various aspects of the game regarding the basic rules and actions ( Mechanics ), how they build up during game to develop

7980-690: The ingroup and/or outgroups, ingroup members take collective action to prevent other ingroup members from diverging from each other. John C. Turner proposed in 1987 that if ingroup members disagree on an outgroup stereotype, then one of three possible collective actions follow: First, ingroup members may negotiate with each other and conclude that they have different outgroup stereotypes because they are stereotyping different subgroups of an outgroup (e.g., Russian gymnasts versus Russian boxers). Second, ingroup members may negotiate with each other, but conclude that they are disagreeing because of categorical differences amongst themselves. Accordingly, in this context, it

8085-558: The interactions do not always disconfirm stereotypes. They are also known to form and maintain them. The dual-process model of cognitive processing of stereotypes asserts that automatic activation of stereotypes is followed by a controlled processing stage, during which an individual may choose to disregard or ignore the stereotyped information that has been brought to mind. A number of studies have found that stereotypes are activated automatically. Patricia Devine (1989), for example, suggested that stereotypes are automatically activated in

8190-495: The largest audiences in the industry while also being very complex. 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 ". Dreunen says being in control of a game's environment appeals equally to boys and girls. Leigh Alexander argued that appealing to women does not necessarily entail reduced difficulty or complexity. Player (game) Arising alongside video game development in

8295-404: The likelihood that randomly selected white college students reacted with more aggression and hostility than participants who subconsciously viewed a white face. Similarly, Correll et al. (2002) showed that activated stereotypes about blacks can influence people's behavior. In a series of experiments, black and white participants played a video game, in which a black or white person was shown holding

8400-405: The most cognitive component and often occurs without conscious awareness, whereas prejudice is the affective component of stereotyping and discrimination is one of the behavioral components of prejudicial reactions. In this tripartite view of intergroup attitudes, stereotypes reflect expectations and beliefs about the members of groups perceived as different from one's own, prejudice represents

8505-439: The negation of already existing ones. Empirical evidence suggests that stereotype activation can automatically influence social behavior. For example, Bargh , Chen, and Burrows (1996) activated the stereotype of the elderly among half of their participants by administering a scrambled-sentence test where participants saw words related to age stereotypes. Subjects primed with the stereotype walked significantly more slowly than

8610-436: The neutral category labels were presented, people high and low in prejudice would respond differently. In a design similar to Devine's, Lepore and Brown primed the category of African-Americans using labels such as "blacks" and "West Indians" and then assessed the differential activation of the associated stereotype in the subsequent impression-formation task. They found that high-prejudice participants increased their ratings of

8715-404: The option of character creation with different forms of gender expression along with more LGBTQ romance options. One example of these games in the LGBTQ+ realm of dating would be Dream Daddy: A Dad Dating Simulator , released in 2017. The game had many queer individuals debating, but the overall representation of the game was applauded by many LGBTQ+ people due to its accurate presentation and

8820-422: The presence of a member (or some symbolic equivalent) of a stereotyped group and that the unintentional activation of the stereotype is equally strong for high- and low-prejudice persons. Words related to the cultural stereotype of blacks were presented subliminally . During an ostensibly unrelated impression-formation task, subjects read a paragraph describing a race-unspecified target person's behaviors and rated

8925-420: The private sector. They build on the assumption that the red-tape and bureaucratic nature of the public sector spills over in the perception that citizens have about the employees working in the sector. With an experimental vignette study, they analyze how citizens process information on employees' sector affiliation, and integrate non-work role-referencing to test the stereotype confirmation assumption underlying

9030-402: The relations among different groups in a social structure. They suggest that stereotypes are the result of conflict, poor parenting, and inadequate mental and emotional development. Once stereotypes have formed, there are two main factors that explain their persistence. First, the cognitive effects of schematic processing (see schema ) make it so that when a member of a group behaves as we expect,

9135-439: The researchers define playability as a set of properties that describe player experience using a specific game system: satisfaction, learning, efficiency, immersion, motivation, emotion, and socialization. However, in A video game's elements ontology , the researchers define the facets of playability as: intrinsic, mechanical, interactive, artistic, personal, and social. These concepts of "playability" are not to be confused with

9240-413: The same mental toughness as Olympian athletes . Escapism is a major factor in why individuals enjoy 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 . Gaming is a form of escapism, Hideo Kojima states that "If the player isn't tricked into believing that

9345-547: The same stereotypes. Some psychologists believe that although stereotypes can be absorbed at any age, stereotypes are usually acquired in early childhood under the influence of parents, teachers, peers, and the media. If stereotypes are defined by social values, then stereotypes only change as per changes in social values. The suggestion that stereotype content depends on social values reflects Walter Lippman 's argument in his 1922 publication that stereotypes are rigid because they cannot be changed at will. Studies emerging since

9450-469: The same way. The problem with the 'common environment' is that explanation in general is that it does not explain how shared stereotypes can occur without direct stimuli. Research since the 1930s suggested that people are highly similar with each other in how they describe different racial and national groups, although those people have no personal experience with the groups they are describing. Another explanation says that people are socialised to adopt

9555-452: The shooter bias even more pronounced. Stereotypes can be efficient shortcuts and sense-making tools. They can, however, keep people from processing new or unexpected information about each individual, thus biasing the impression formation process. Early researchers believed that stereotypes were inaccurate representations of reality. A series of pioneering studies in the 1930s found no empirical support for widely held racial stereotypes. By

9660-523: The stereotype of their ingroups and outgroups to suit context. Once an outgroup treats an ingroup member badly, they are more drawn to the members of their own group. This can be seen as members within a group are able to relate to each other though a stereotype because of identical situations. A person can embrace a stereotype to avoid humiliation such as failing a task and blaming it on a stereotype. Stereotypes are an indicator of ingroup consensus. When there are intragroup disagreements over stereotypes of

9765-409: The students' responses to their attitudes although it had been made clear in the video that students had no choice about their position. Participants reported that group membership, i.e., the department that the students belonged to, affected the students' opinions about euthanasia. Law students were perceived to be more in favor of euthanasia than students from different departments despite the fact that

9870-491: The target person on several trait scales. Results showed that participants who received a high proportion of racial words rated the target person in the story as significantly more hostile than participants who were presented with a lower proportion of words related to the stereotype. This effect held true for both high- and low-prejudice subjects (as measured by the Modern Racism Scale). Thus, the racial stereotype

9975-450: The target person on the negative stereotypic dimensions and decreased them on the positive dimension whereas low-prejudice subjects tended in the opposite direction. The results suggest that the level of prejudice and stereotype endorsement affects people's judgements when the category – and not the stereotype per se – is primed. Research has shown that people can be trained to activate counterstereotypic information and thereby reduce

10080-416: The term "gamer", even though they may play regularly. Games are stereotypically associated with young males, but the diversity of the audience has been steadily increasing over time. This stereotype exists even among a majority of women who play video games regularly. 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

10185-488: The term "gaming" can refer to legalized gambling , which can take both traditional and digital forms, such as 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 . In 2021, there were an estimated 3.24 billion gamers across

10290-406: The thought of importance for increasing LGBTQ representation in games, especially with such events as GaymerX. 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. This highlights that not only

10395-727: The ubiquity of stereotypes and it was suggested to regard stereotypes as collective group beliefs, meaning that people who belong to the same social group share the same set of stereotypes. Modern research asserts that full understanding of stereotypes requires considering them from two complementary perspectives: as shared within a particular culture/subculture and as formed in the mind of an individual person. Stereotyping can serve cognitive functions on an interpersonal level, and social functions on an intergroup level. For stereotyping to function on an intergroup level (see social identity approaches: social identity theory and self-categorization theory ), an individual must see themselves as part of

10500-495: The way that it provided comfort to people of many sexualities. Having more of these gender- and sexuality-friendly games is providing LGBTQ+ members with a safe space to feel welcome and explore their queerness in a more confident manner. 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

10605-405: The world is real, then there's no point in making the game." Two highly 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

10710-593: Was activated even for low-prejudice individuals who did not personally endorse it. Studies using alternative priming methods have shown that the activation of gender and age stereotypes can also be automatic. Subsequent research suggested that the relation between category activation and stereotype activation was more complex. Lepore and Brown (1997), for instance, noted that the words used in Devine's study were both neutral category labels (e.g., "Blacks") and stereotypic attributes (e.g., "lazy"). They argued that if only

10815-403: Was described as being higher in status than the other. In a second study, subjects rated actual groups – the poor and wealthy, women and men – in the United States in terms of their competence. Subjects who scored high on the measure of correspondence bias stereotyped the poor, women, and the fictitious lower-status Pacific Islanders as incompetent whereas they stereotyped the wealthy, men, and

10920-430: Was not distinctive at the time of presentation, but was considered distinctive at the time of judgement. Once a person judges non-distinctive information in memory to be distinctive, that information is re-encoded and re-represented as if it had been distinctive when it was first processed. One explanation for why stereotypes are shared is that they are the result of a common environment that stimulates people to react in

11025-625: Was used to justify European colonialism in Africa, India, and China. An assumption is that people want their ingroup to have a positive image relative to outgroups, and so people want to differentiate their ingroup from relevant outgroups in a desirable way. If an outgroup does not affect the ingroup's image, then from an image preservation point of view, there is no point for the ingroup to be positively distinct from that outgroup. People can actively create certain images for relevant outgroups by stereotyping. People do so when they see that their ingroup

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