The document outlines a research proposal that will examine "gamer" as an affinity identity. The researcher plans to investigate how the image of gamers has changed over time by looking at demographic data from different decades and comparing stereotypes associated with gamers in the past versus now. Methods will include analyzing reports on gaming demographics, researching forums and communities to learn about how people identify as gamers, and using reputable online sources. Key questions focus on how the practices and experiences that define gamers have evolved, and how technology has impacted the identity and experiences of different subgroups within the gamer community.
The document outlines a research proposal that will examine "gamer" as an affinity identity. The researcher plans to investigate how the image of gamers has changed over time by looking at demographic data from different decades and comparing stereotypes associated with gamers in the past versus now. Methods will include analyzing reports on gaming demographics, researching forums and communities to learn about how people identify as gamers, and using reputable online sources. Key questions focus on how the practices and experiences that define gamers have evolved, and how technology has impacted the identity and experiences of different subgroups within the gamer community.
The document outlines a research proposal that will examine "gamer" as an affinity identity. The researcher plans to investigate how the image of gamers has changed over time by looking at demographic data from different decades and comparing stereotypes associated with gamers in the past versus now. Methods will include analyzing reports on gaming demographics, researching forums and communities to learn about how people identify as gamers, and using reputable online sources. Key questions focus on how the practices and experiences that define gamers have evolved, and how technology has impacted the identity and experiences of different subgroups within the gamer community.
note is to bold these section titles. Memos are meant to be read quickly and the bolded section titles allow the reader to easily locate information.
Date: October 3, 2014
Subject of Inquiry: Gamer as an affinity identity Initial Inquiry Idea: I plan to research gamer as an affinity identity. I find it very interesting, as I consider myself a gamer who has just associated that identity with myself. I already know a lot about the subject; I know that gamers are divided into two groups: a hardcore and a casual group. Each having has very different experiences associated with gaming in general. I know that there are many genres of games that appeal to different kinds of people. Technology and its progression haves significantly impacted how games are perceived by our society. I also know that online gaming is beginning to change the image of a gamer. Nevertheless I am new to the medium and so I want to look at the history behind that identity. I wonder about how games were first developed and how the first people to identify with games felt. How did the public react to the new identity? What stereotypes were associated with gamers? And why? I also want to investigate the demographics of the people who purchased and played games on a regular basis in the past and compare that to the demographics of today. Shared experiences are what gives affinity identities their power so I want to research the shared experiences of gamers and how these experiences differ across time; the games played today are very different than what the games were in the past. And fFinally I wonder about the future of gaming and how that impacts the identity. Methods: I am going to look up reports of demographics from different time periods (1970s, 1980s) and compare each time period to the others and see how that has affected the image of the identity. I am going to see if there is any correlation between different ethnic groups, genders, ages, and, gamers. Researching forums and gaming communities is going to be another method to gain more knowledge about the people who identify themselves as gamers. Reputable online sources are also another way to acquire information and data such as articles, news reports and events. Questions: 1. How did the image of a gamer changed over time as an identity? a. What are the demographics of the people who played games? b. What was the image of a gamer in the past? Now? c. What are the stereotypes of gamers in the past? Now? d. What changes in society led to these alterations? e. What changes in technology led to these alterations? 2. What kind of practices and experiences make someone a gamer? a. What were the practices in the past? Now? b. What are the different subgroups of gamers? c. How do the subgroups see other subgroups? d. What do subgroups have in common?
Comment [R2]: I like that you are positioning it
as an identity-related topic from the beginning. The reader/research advisor can already see you positioning it within a topic from the class. Comment [R3]: Since there are two things here technology AND progression you need a plural verb tense. Comment [R4]: yes Comment [R5]: something to consider is that games have existed for a long time but tech games are a new way of experiencing gaming within recent history. Im guessing here you just mean tech games rather than games in general. Comment [R6]: There have been many instances lately that have reminded me of your topic. A few of my colleagues last week were talking about the games they were into. Theyveplayed a variety of complicated games. It made me think about how this was expanding my idea of who a gamer is and how stereotypes or stigmas are changing. Comment [R7]: Excellent. You have a very clear vision of what you want to discover and why. You present the information in a way that shows that you understand theres a complexity and history to it. Comment [R8]: Hm, are these the markers that you are considering as demographics? Comment [R9]: Do you know specific forums to go to? If so, name those. Comment [R10]: So it sounds like you are mostly interested in looking at things that already exist in the world rather than interviewing/surveying. Comment [R11]: At various points in time Comment [R12]: Excellent questions Comment [R13]: I think you have a lot here, but I also think its easier to cut some things off if you end up having too much research than struggling to find ways of inquiring into a topic. I am very impressed with this proposal. It communicates your vision with a confident voice. You understand the need to explain and describe the direction you are going in and why you are doing that. Excellent work.
e. How does online gaming affect how gamers see one another?