The Pew Research Center dug deep into the complicated attitudes toward video gaming, indicating that, while half of all American adults play video games, only ten percent identify themselves as “gamers” – indicating that it’s more of a casual approach with some players, instead of being “hardcore.”

In addition, the report also revealed that:

  • 50 percent of men and 48 percent of women play games to some extent
  • Meanwhile, 60 percent of those surveyed indicated that they believe most people who play games are male.
  • 15 percent of men and 6 percent of women refer to themselves with the “gamer” term.
  • In the 18-29 year old age group, 33 percent of men use the term “gamer,” while only 9 percent of women do.

Violence in video games was also a major factor.

  • 53 percent of those polled feel that the statement “people who play violent video games are more likely to be violent themselves” as untrue.
  • However, 40 percent feel that there is some form of relationship between video game violence and violent behavior.
  • 32 percent of the audience that do play games feel that there is some form of connection with games and violence, although women seem to be stronger to agree than men (47 percent versus 31 percent) that video games make people violent. 

The general public appears to have mixed feelings when it comes to attitudes toward video games. Some people feel that games are a waste of time, while others believe they’s beneficial in helping to develop good problem solving skills, or promote teamwork and communication, which is something players often in multiplayer games like Ubisoft’s Tom Clancy’s Rainbow Six Siege.

ResizedImage600383 Screen Shot 2015 12 15 at 1.20.06 PMAs for opinions of how women are portrayed in games:

  • 27 percent of those polled believe that women are portrayed badly in some games, but not all.
  • 14 percent believe most games portray women poorly.
  • 18 percent felt that this was not true for most games on the market.

When it comes to minorities:

  • 33 percent felt that minorities are not portrayed poorly in games.
  • 20 percent felt it was true in some cases.
  • 9 percent believed it occurred often in games.

The full delves deep into the conflicted relationship between gaming and identifying as a “gamer.” Although a small percentage of people might see themselves as gamers, the video game market continues to surge, and should do so well into 2016.