2025
Vahlo, Jukka; Ruotsalainen, Maria; Tuuri, Kai; Koponen, Aki
Outlining the Spectrum of Values of Self-identified Gamers Journal Article
In: Conference Proceedings of DiGRA 2025: Games at the Crossroads , 2025, ISSN: 2342-9666.
Abstract | Links | Tags: Gamer identity, Identity, Personal values, Players
@article{nokey,
title = {Outlining the Spectrum of Values of Self-identified Gamers},
author = {Jukka Vahlo and Maria Ruotsalainen and Kai Tuuri and Aki Koponen},
url = {https://doi.org/10.26503/dl.v2025i2.2486},
doi = {10.26503/dl.v2025i2.2486},
issn = {2342-9666},
year = {2025},
date = {2025-05-16},
journal = {Conference Proceedings of DiGRA 2025: Games at the Crossroads },
abstract = {To understand the spectrum of different gamers, we recognize the need to study both the prevalence of self-identified gamers and the diverse identities they may represent. In this paper we present results from our exploratory survey study (N=894), broadly targeted to video game players in the USA, that allowed the respondents to identify themselves as gamers as well as non-gamer players. By utilizing gaming value measures and personal value measures, we explored what kind of latent groups of self-identifiedgamers and non-gamer players the survey sample yielded and how they differed from each other. The results of the cluster analysis identified five groups of active players, in four of which the self-identified gamers were overrepresented and which can be argued to be distinctive gamer subtypes. The results are discussed in reflection with the previous literature and discourses about gamer identities.},
keywords = {Gamer identity, Identity, Personal values, Players},
pubstate = {published},
tppubtype = {article}
}
To understand the spectrum of different gamers, we recognize the need to study both the prevalence of self-identified gamers and the diverse identities they may represent. In this paper we present results from our exploratory survey study (N=894), broadly targeted to video game players in the USA, that allowed the respondents to identify themselves as gamers as well as non-gamer players. By utilizing gaming value measures and personal value measures, we explored what kind of latent groups of self-identifiedgamers and non-gamer players the survey sample yielded and how they differed from each other. The results of the cluster analysis identified five groups of active players, in four of which the self-identified gamers were overrepresented and which can be argued to be distinctive gamer subtypes. The results are discussed in reflection with the previous literature and discourses about gamer identities.
