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The problems with the current taxonomies and definitions used in games studies and possible solutions: Terminological unraveling for use in quantitative research on games, gamers, and players

    1. [1] Concordia University

      Concordia University

      Canadá

    2. [2] York University
  • Localización: User-Centric Studies in Game Translation and Accessibility / coord. por Mikołaj Deckert, Krzysztof W. Hejduk, 2025, ISBN 978-1-032-62865-3, págs. 23-43
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • This chapter explores the complex nature of games and game users, be they “players” or “gamers”, with an emphasis on the nuanced and multifaceted nature of the terms used for both scholarly research and societal perception. It analyzes the protean phenomenon of games with an emphasis on their nature as commodities and their cultural impact. This chapter explores the societal biases against gamers and within gaming communities and how these perceptions impact the identity creation and the community dynamics of game users. From an economic and materialist perspective, it challenges the societal labels and the stereotypes connected to the terms “players” and “gamers” by engaging with a broader definition of games and game users. By delving into the economic aspects of gaming and the demographic representation, with a focus on gender and platform-specific data, it highlights the need for a more inclusive and nuanced understanding of games and gaming culture and proposes a few potential solutions for participant recruitment along with a refocus on data analysis for quantitative research in Game Studies.


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