Skip to main content

Not everyone who plays video games is a gamer, study says

gameplayers versus gamers study gamer stock photo
Dandamanwasch/123RF.com
A new study from the Pew Research Center suggests the connection between playing video games and identifying as a “gamer” are not as strongly related as you might think.

According to the report on “Gaming and Gamers,” which explores how video games are perceived in and outside of the community, 49 percent of American adults play video games of some sort — console, PC, mobile, and “TV” games — but only 10 percent would describe themselves as “gamers.” In other words, just one in five players identify with the term.

Recommended Videos

That minority 10 percent appears to be influential in the public’s perception regarding video games and the people who play them. In terms of gender, the study shows that 60 percent of adults, including the majority of women who play games, believe that most video game players are men. In reality, the gender spread is almost equal, with half of men and 48 percent of women playing games — but guys are almost three times as likely to describe themselves as “Gamers.” Similarly, while teens and 20-somethings are more likely to identify as a gamer, more than half of middle-aged adults, (30-49), and 40 percent of 50-64 year-olds play video games.

While opinions about the pros and cons of gaming are mixed, the study also suggests that people who play video games are much more likely to believe in the positive benefits of the practice, and actively disagree with negative effects. This is most clear when discussing the psychological effects of violent video games: 40 percent of all adults believe there is some correlation between playing violent video games and physical violence. The majority of game players, 64 percent, do not believe there is a link.

In a more general sense, 26 percent of Americans believe video games are “a waste of time” and 24 percent believe they are not.

While the public is largely split on issues related to gaming, including the portrayal of women and non-white ethnic groups, one thing is clear: there is a large divide between our perception and the realities of the gaming community at large.

You can check out the full study, which includes lots of graphs and plenty more statistics, at the Pew Research Center website.

Mike Epstein
Former Digital Trends Contributor
Michael is a New York-based tech and culture reporter, and a graduate of Northwestwern University’s Medill School of…
Xbox Game Pass Ultimate gamers will be able to play anywhere with xCloud add-on
xbox series x promises thousands of backwards compatible games at launch

Xbox chief Phil Spencer unveiled plans to combine Game Pass and Project xCloud for Xbox Game Pass Ultimate members.

The feature, which will launch in September, will allow Xbox Game Pass Ultimate members who pay $15 a month for the Game Pass-Xbox Live Gold bundle to play Xbox Game Pass titles on their phones or tablets in addition to their consoles. It'll be available at no additional cost.

Read more
Epic Games exec says PlayStation 5, Xbox Series X games will look like movies
playstation 5 xbox series x games look like movies lumen in the land of nanite ps5 demo

Video game graphics have come a long way since the industry's early days, and according to an Epic Games executive, the PlayStation 5 and Xbox Series X will help take visuals to an even higher level.

Epic Games' chief technology officer Kim Liberi said in an interview with Official PlayStation Magazine U.K. that the next-generation consoles will work with the company's Unreal Engine 5 to integrate "movie-quality assets" into games, Video Games Chronicle reported.

Read more
Video game industry sales soared in May as coronavirus kept players playing
Call of Duty Modern Warfare

The U.S. video game industry remained strong in May, as both hardware and software sales soared and accessories sales set new records.

American consumers spent $977 million on consoles, video games, and accessories in May, NPD reported on Friday, a 52% year-over-year gain compared to the $642 million consumers spent in May 2019. Console sales were up 56% year-over-year to $235 million and video game sales skyrocketed by 67% to $438 million. Accessories revenue topped $304 million, a 32% surge year-over-year.

Read more