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Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland

Author

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  • MaÅ‚gorzata Ćwil
  • William T. Howe

Abstract

Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games , there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.

Suggested Citation

  • MaÅ‚gorzata Ćwil & William T. Howe, 2020. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland," Simulation & Gaming, , vol. 51(6), pages 785-801, December.
  • Handle: RePEc:sae:simgam:v:51:y:2020:i:6:p:785-801
    DOI: 10.1177/1046878120945735
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    References listed on IDEAS

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    1. Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
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    Cited by:

    1. Timothy C. Clapper, 2020. "Vigorous writing is concise, research is rigorous," Simulation & Gaming, , vol. 51(6), pages 739-743, December.
    2. Jean-Michel Costes & Céline Bonnaire, 2022. "Spending Money in Free-to-Play Games: Sociodemographic Characteristics, Motives, Impulsivity and Internet Gaming Disorder Specificities," IJERPH, MDPI, vol. 19(23), pages 1-14, November.

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