Approaches to understanding identity

Gamers, Fans, and Research Methods

Authored by: Libby Hemphill , Carly A. Kocurek , Xi Rao

The Routledge Companion to Media Fandom

Print publication date:  November  2017
Online publication date:  November  2017

Print ISBN: 9781138638921
eBook ISBN: 9781315637518
Adobe ISBN:

10.4324/9781315637518.ch5

 Download Chapter

 

Abstract

In both scholarly research and popular discourse, particularly devoted players of video games are frequently figured as “gamers,” a term that includes some, but not all, who play games, and is frequently associated with deviance and antisocial behavior (Haenfler 2009; Schuurman et al. 2008). The assumed ill effects of violent video games have fed these concerns (Delamere and Shaw 2006; Griffiths et al. 2004) even as media effects research has consistently shown that any long-term effects on players are minimal (Ferguson 2015); worries over gaming “addiction” have also sparked public concern and scholarly consideration (Chee and Smith 2005; Chou and Ting 2003; Fisher 1994; Grüsser et al. 2007; Lemmens et al. 2009; Van Rooij et al. 2011). In short, while video games are increasingly seen as a valid and vibrant cultural form, the medium and its devotees are frequently framed as deviants and addicts.

 Cite
Search for more...
Back to top

Use of cookies on this website

We are using cookies to provide statistics that help us give you the best experience of our site. You can find out more in our Privacy Policy. By continuing to use the site you are agreeing to our use of cookies.