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Gamer Stereotypes Have Changed Now, Playing Games is Now Considered Cool

Oura and Jess No Limit

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Oura and Jess No Limit

GridGames.ID – In an era where gaming competitions are mostly run on digital platforms, one isn’t necessarily playing against a lousy teenager playing alone in his room.

The exponential changes that have taken place in the gaming industry in recent years have transformed the understanding of gaming before our eyes, both literally and figuratively.

Dell’s survey of 5,763 video game players in 11 countries revealed that today’s gamers are very diverse; from a co-worker with two kids to the girl sitting next to you on the commuter train, or, more commonly, a husband or wife, relative or friend.

Through online platforms and social media, and driven by the popularity of esports, the gaming community continues to grow, including in terms of diversity and inclusivity. Now the term as a “gamer” is no longer seen as an insult.

According to survey results, less than one in 10 people feel “judged,” “childish” or “shy” about being called a “gamer” (8-9%).

Instead, they perceive the term “gamer” as a positive label and find it “fun” (35%), “cool” (29%), or “excited” (26%).

While some gamers are willing to do anything to stay focused on playing the game, the majority of them have other interests or hobbies such as music, sports, traveling and socializing.

The gaming community is no longer just a “boys club,” as only 14% of gamers worldwide care about the gender of their opponent. Generally, gamers welcome anyone behind the computer.

When asked to name what factors were the main considerations about their rival gamers, things like culture/ethnicity (8%), political orientation (7%), and sexual orientation (6%) were seen as unimportant to most gamers. What matters most is the skill level of the gamer who is their opponent (40%).

For this State of Gaming report, Reserchscape conducted an online survey of 5,763 video game players aged 14-87 from 11 countries (Australia, Brazil, Canada, China, France, Germany, India, Japan, New Zealand, UK and USA) and in six languages ​​to better understand gaming habits, attitudes and the wider gaming community.

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