Hypothesis of the Role-playing Gamer Floater

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I have a new hypothesis as to why the stereotypes about role-playing gamers have become stronger over the decades rather than being disproved over time (as all the research indicates). I call it a hypothesis of the "Role-playing Gamer Floater"...

Since first proposing this back in June, I've modified the term to be "Public" instead of "floater" versus "Private" instead of "normal" gamers.
The public gamers are those at the Pick Up Games (PUGs), game stores, gaming conventions, etc.
The private gamers are the (unseen majority?) gamers that game with their friends at home, never/rarely attend public gaming events, have mostly the same players year after year with only a little attrition and replacement, and purchase mostly online, or mostly just browse, buy, and leave the gamer stores, rather than hanging out, socializing, or joining games or activities.



My working hypothesis has two parts, one, that the now inculcated social assumption about role-playing gamers and gaming drives away more "normal" people from the hobby and attracts the stereotypes because people are increasingly buying into the media and apocryphal stories the longer they are reinforced. The second half is because the gamers that fit the stereotypes are the rejects from the regular groups.


The "mature", "normal" players are already in their groups, that typically stick together for years, even decades. Generally the make up of the group only changing when people move and such. Then there is the percentage of role-playing gamer "floaters" that get kicked from group to group because of their various dysfunctions. These are the gamers that are most often seen in public as they go to pick up games at comic book stores, hobby stores, conventions, and new-member invites. Since they are so dysfunctional, they keep getting kicked out after a few sessions, and being the cycle again.


Meanwhile the "normal" gamers are happily meeting regularly at home or in closed game rooms, and most of the public never see the "normal" players, and instead generally just see the dysfunctional floaters.
Though occasionally some of the players I gamed with in the 70's, 80's, and 90's fit the stereotypes, MOST of those I gamed with were successful, well-adjusted, functional people, with none of the anti-social and dysfunctional aspects claimed about role-playing gamer stereotypes.


The research done on role-playing gamers (correlative and meta studies) shows the stereotypes generally disproved.


Most of the gamers I gamed with regularly didn't have any more trouble getting dates, girlfriends, wives/husbands, etc. than anyone else. They were from all walks of life and interests, and over the years most of them were professionally successful.


There are very few gamers I have gamed with (once they are adults) long enough to get to know more about their personal lives, that fit the dysfunctional, anti-social, unemployed, living in their parents basement stereotype.
Though everyone has various foibles and challenges, most of them did not map to the stereotypes any more strongly than other groups (non-gamers). That being said during about that time period, more recently about half of the gamers I have met since about 2004 to current have been fitting the stereotypes. I have had to move a few times over the years when I was building my professional career, including Utah, California, Oklahoma, Idaho, Washington, and elsewhere, and as I moved it took a while to put new groups together.


When I moved to Spokane, Washington, I began seeing a LOT of the stereotypical gamers. At first I thought it might be an issue with Spokane (I haven't completely ruled that out yet), but as I have gone to Seattle and elsewhere, I developed the aforementioned alternative hypotheses.


What do you think of these hypotheses?



It is interesting to note the various sites where this topic has been posted, the main issue for those that may, or may not, necessarily agree with these hypotheses, is getting into discussion about "normal", even though that term was used in quotes every time.

Certainly in a more formal setting "normal "is a meaningless term, and I generally have trouble even considering using it in general, usually the closest being "normative behavior" or similar. But I was intentionally contrasting the way the "general public" (non-gamers) refers to those that are gamers and the general attitude regarding gamer stereotypes. In a number of conversations now, laymen have used the term "normal" versus "Weird" "freaks" "abnormal" "geeks" "nerds" "abnormal" for their description of role-playing gamers

For years I have tried using more "correct and accurate" language when working with laymen.
I found this generally counterproductive when trying to educate and change the attitudes of people not invested in a topic to the level of those who ae invested in a topic.

Instead I have found it much more effective to attempt to discern the level and language of the target audience, and attempt to begin with language they are familiar with, and then slowly walk them into more technically accurate language, but first they need to be engaged enough to be walked there.

I have experienced this professionally in automotive technology, computer sciences (information technology,information security, software development, etc.), security services, financial services, and professional photography. I am still relatively new (compared to the previous fields) to the therapeutic/psychological realm, but have been observing similar reactions.

I too cringe at the word "normal", but have found using the word in a context they understand, has helped engage and further the conversation much more effectively than initially more accurate (and thus technical) language.

This might be a legacy of my own background, and hopefully over time I can find a more effective middle-way. If possible?

A more appropriate term might be "normative", "Generically, it means relating to an ideal standard or model. In practice, it has strong connotations of relating to a typical standard or model", "of, relating to, or determining norms or standards", etc.


Another posting on a site brought up two issues, the rpg research project (of a number of them, see the list on the front page of the site) is attempting to define: normative attributes of gamers, and causality for any statistics outside of the normative range.

According to psychological standards previously from the DSM-IV (and going forward likely referencing the DSM-V), using correlative and meta-analysis, most gamers fall within the "norm" of the general population compared to non-gamer peers in areas related to socialization skills, anti-social behavior, suicide levels, homicidal tendencies, depression levels, dissociation, and almost any other measurement in the nearly 100 hundred such studies performed since the early 1980s.

There have been some other studies also indicating superior skills in communication, problem solving, creativity, group social dynamics, stronger differentiation between reality/fantasy, math, reading, language skills, 1/5th to /10th the suicide rate, lower levels of violence, lower levels of anti-social behaviors, etc.

The correlative and meta-analysis data indicates that those outside of the "normal" ranges are very much a small minority of the (_evaluated_) gamers.

Since most of these studies were correlative and meta-analysis, causality is not proven.

Did people with these skills and rating outside of the standard ranges become attracted to RPG's so they could exercise these skills?

Or are there fundamental aspects to the experience of role-playing gaming that helps participants to develop these skills?

Some few, very small, studies (around 15 to 50 participants in each study) have some indication of a possibility of causality, but no large scale or long term experiments have yet been undertaken or completed.

The long term goals of the RPG research project hope to address these (and other) issues over the years to come.

The studies referenced can be found in the Documents section of the website, detailing all of these statements.


One comment stated that:
"I really love my RPGs, guys, but refusing to admit that many of us are "a little bit off" is like burying our heads in the sand."

To which a hopefully helpful response:
Well, I respectfully disagree that this has always been the case with tabletop RPG's both from personal interactions with hundreds of gamers over more than 3 decades, and from the existing correlative and meta-analysis research currently available. And this is from quite the opposite of burying my head in the sand. :-)

As for how it has become in the past 10-15 years, I am less certain. Unfortunately most of the existing research is from the 80's and 90's, and only a smattering in the early 2000's, so it may be possible that a newer generation of gamers are of a different ilk. If so, that potentially reinforces the "inculcation" portion of the hypothesis.

The upcoming research will hopefully be able to provide a more up to date empirical snapshot.

As for my personal, subjective, experience, it does seem there might be more "weirdo gamers" out there than before, but nothing like a majority by any means. I am currently in three regular groups, and only one gamer in one group would fit the stereotypes, none in the second group, while the observation group has had a higher rate (more pickup players, rather than friends), which potentially reinforces the "floaters" hypothesis, but it is early yet.

Over the summer, and coming years, as more observation groups are formed, there will be more statistically significant data to work with.

And I am emphasizing significant dysfunction in this discussion, a "little bit off", besides being completely vague, would apply to almost anyone, while the stereotypes of all role-playing gamers having significant dysfunction, while still broad, meets specific criteria (as per the DSM).

Hope that helps clarify.

I should also mention I have noted similar trending in Seattle, in the Bay Area, & Silicon Valley areas of California, similar to those I have noted in Spokane, so I am not yet certain how much of a geographical variable this is yet, versus a generational, or a non-issue this may be.

Also, since attending the Spocon convention this August, 2013, it seems to further reinforce my hypothesis to some degree.
 

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What do you think of these hypotheses?
I think that's a big wall of text you've got there.

I have held a similar idea, though I wouldn't have phrased it so starkly, that the typical gamer plays only in a home game or games with a finite number of people and does not participate in any type of organized gaming, play in public places with strangers, or belong to a social network. Of course, this "off the grid" gamer is very difficult to study and there is no way of knowing how many such people there are.

There are gaming conventions and gaming stores, and clearly someone must be going to them, but I hesitate to support any assertions about that population because I know very little about it. The number of gamers I've ever had significant interactions with regarding their hobby is "only" in the dozens, and I've never met someone who did those kinds of things. I happen to be a big Star Trek fan with a large DVD collection, soundtrack collection, and an encyclopedic memory, but I would never dream of going to a convention, or dressing up as a character (except for, say, Halloween, but probably not even then), or participating in any kind of organized fanship. I never understood the notion of hobbyist conventions, regardless of the hobby, and I would imagine that any such gathering-D&D or otherwise-attracts outliers and not the typical fan. What kind of people those outliers are I would be curious to see documented.

I find it unlikely that D&D players, or any selective group of hobbyists, are completely "normal". I would expect to see at least a slight elevation in measures of schizotypy or dissociation in people who play an imaginary game as a hobby. I would not be surprised to see an increased prevalence of bipolar disorder or other pathologies common to creative people. However, I do think that the gamer stereotype is very exaggerated, and in general the hobby by its nature promotes mental health, as do most creative and/or social activities.

***

This whole topic does call to mind one of the oddities of these forums. Sometimes people talk about their experiences and simply describe them or use them to give context in a discussion, but sometimes posters will get into these odd patterns of competing to see who has most players, the most hours played, etc. Personally, I'm happy to have one small, intermittent gaming group, and I spend the rest of my time doing other more important things. The reason I post on message boards is because doing so is easily interspersed with my work, but I don't post on how my level of experience makes my opinion worth more than someone else's, and, having dug myself out of unemployment, I don't see spending unlimited amounts of time on a hobby as being particularly meritorious.

The underlying snobbishness has unfortunately been characteristic with ENW from the beginning, but I wonder how that and other more overt forms of trolling interact with this "public" gamer concept.
 

My game group was: a friend from middle school (most often), friend 1's stoner twin brother (sometimes), friend of friend 1 (most often), my hipster friend (every time), hipster friend's more hipster friend (most often), and a guy who hung out with the "cool crowd" but was a long time friend of friend of friend 1 (most often).
 

I think the underlying assumption, that your "average" person knowingly has any actual exposure/experience with gamers ("floaters" or otherwise) is a bit... well, assumptive. I mean, I might be wrong, and will gleefully shut up if there's any data to the contrary, but I just think most people don't have real experiences (or at least, don't know they have real experiences) with gamers period.
 

I don't (yet) have hard, empirical data about how many of the non-gamers have such exposure/knowldge, just my observations and interviews over the decades, in speaking with hundreds of gamers (thousands now?), and hundreds (thousands?) of non-gamers about role-playing gamers. If people do not know the term "RPG", almost everyone knows "Dungeons & Dragons". Many (most?) of the non-gamers I have met when discussing the topic claim to have seen, or personally known, someone they believe to be a role-playing gamer, and almost all have had a negative association in their view, to some degree, some quite severe (the most recent this spring an older woman blaming a double homicide in Idaho on D&D (I'm writing a lengthy essay on that series of interviews).

This does seem to be far worse in the USA than most other countries (reportedly from others).

Also, though not an issue in the 80's and 90's, since the 2000's many non-rpgers now confuse computer-based RPG (World of Warcraft, Elder Scrolls series, etc.) with tabletop RPG, so it takes a little more conversation to clarify than it used to. Some also confuse LARP wit tabletop as well.

I hope down the road to develop this into more detailed research.

In my many conversations on the topic, the vast majority of non-gamers I encountered had negative views of role-playing gamers if they had not ever participated in RPG themselves.

Also, for decades, folks at work did not know I was an RPGer, and I would periodically hear them making negative comments on the topic, about others, in various fields.

Many of the responses are in line with the topics here: (I tried to post links with detailed examples, but this site won't let me post any links yet <sigh> ).
If you go to my website, and type in the search box in the upper right hand corner, the following articles provide the examples;
* Analysis of </sigh>Personalities and Alienation of Dungeons and Dragons Game Players<sigh>
* </sigh>The Defamation of Role-playing Games and Gamers<sigh>
* d_a_d.htm
* UberGoober (DVD documentary on role-playing gamers), specifically the "Man in the Street" section, interview random people on the street about their opinion of Role-playing gamers).

While from 1979 through 2005 I was basically a "private" gamer (though more public for a while between '84 to '87)., I have become far more public due to necessity from the nature of my research goals, so the topic comes up far more frequently than might otherwise of course. :-)

Hope that is also useful information for you and others.</sigh>
 
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The ban on link posting, is also why the original post is so long. I wanted to summarize, and then link to the lengthier version for those that wished. :-)
 


I'm not certain if you are asking regarding just the "public" versus "private" hypothesis, or the overall RPG Research project, so I'll attempt to answer both, by beginning with the latter first.

The RPG Research Project's goals include attempting to establish the causal effects of role-playing gaming (in all forms) upon participants.

As causality is more clearly established during the various stages listed on the site, it is hoped that indicators will be clarified to potentially use role-playing gaming (in various forms) as therapeutic intervention for various needs. I am approaching this from both the research psychology and recreation therapy perspectives.

The website lists the many steps for this process, and some of the potential uses for treatment modalities, at rpgresearch.com.

The reason I believe the "public" versus "private" hypothesis is relevant, is because it may be a variable that has an impact on the correlative data from the past, versus more recent results, and my own observations. It is possible this may be a variable that could influence some stages of research.

If there are significant distinctions in traits between private and public gamers, this will have to be kept in mind as various comparative data results are studied.

For example, I'm currently in the analysis stage of a study on gender-bias in the gaming community and industry (164 respondents), hoping to meet a deadline for publication, so that it will be published in a December journal (if I miss the deadline, I'll just release on the site).

Some of the data (small portion) I know is from private gamers, but I do not know how many of the rest from the public settings, would qualify as public gamers, and this may (or may not) have a significant impact in the results of the gender-bias questionnaire. The few that I know definitely are private gamers only/mostly, generally responded that there is very little bias in the community, while the rest of the respondents have indicated significant bias. My personal experience is that I have seen very little gender-bias in the private groups I've played or GM'd, but I have seen quite a bit of it in the public settings (shockingly excessively so). This is possibly because the private groups are much more self-selecting than the public groups (obviously).

There is definitely an inherent challenge in attempting to find out if private gamers have any statistically significant differences from public gamers, just by the nature of their lack of public engagement, it is difficult to find them, and engage them in the studies.

I hope that I can over time draw out some of these private gamers through questionnaires that delineate their level of participation. As people continue to register for upcoming research projects on the website, hopefully some of the registrations will include normally private gamers as well. I also have brochures on display at various gaming stores, book stores, etc. in the hopes of finding people that are gamers, but that I might never run into at gaming events.

Through participants' responses, if they indicate they game regularly in a home setting, and never/rarely participate in public game settings like local hobby stores, tourneys, conventions, etc., then potentially that will establish the differentiation of participant type. Then, if there is a large enough sample size of the private gamers, have them undergo the same baseline testing as the public gamers, and look for any differences (if any). These tests include IQ and other types of problem solving tests, MMPI and other personality tests, Beck Depression test, etc, etc. If there is found to be a statistically significant difference between the two groups, that will then need to be considered as possibly important in the further potential development of other upcoming studies to keep that variable in mind. If it is determined there is nothing different from a statistically significant perspective, then it will be a set of questions and variables that won't need to necessarily be tracked in other studies.
 

I'm curious how you plan on pricing a "causal" relation. How do you plan on showing that there is a "causal" relation? For your"public" versus "private" hypothesis, what is your dependent variable? What is your independent variable?
 

To reiterate, the long term goal of the over all RPG Research project is to establish the causal effects of role-playing games upon participants (with long-term, controlled studies), but there are many steps prior to that stage, as listed on the front page of the aforementioned website, see numbers 1 through 23 there.

IF I were able to acquire a large enough sample of private gamers for a study, it would most likely be a comparative and/or correlational study comparing between public and private gamers in multiple stages as mentioned earlier. I wouldn't really be implementing a controlled study manipulating the dependent variable, and would not be establishing causality, but it could still be listed in the terms you requested with the following approach if desired.

So one example would be using a version of the Beck Depression Inventory (BDI) or Patient Health Questionnaire (PHQ) and comparing the results between public versus private gamers for statistically significant differences.

Another step would be checking IQ between public versus private, etc.

So, if you wanted to take the approach you requested to measuring, might proceed as follows:
Is their a statistically significant difference in self-reported levels of depression between public gamers versus private gamers?
So, independent variable would be the public gamers versus the private gamers.
The dependent variable would be the level of depression as measured by self-reported scores from BDI or PHQ.

This process would then be repeated for IQ, personality, problem-solving, etc. Looking for any potential differences.

This would also be compared to the earlier 70+ studies performed on gamers against the general population back in the 80's and 90's to look for any potential cohort or other differences. This would not be a longitudinal stage of the studies, and causality would not be established for this particular section.

Did that sufficiently help clarify?
 

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