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this post was submitted on 05 Jun 2026
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From my quick read through of their methods it seems like they didn't account very well for the types of games, platforms and demographics. The decade in question saw a massive explosion of gaming as a hobby into the mainstream and, importantly, a strong growth of women in the gaming population.
So as a whole you have games becoming more mainstream to younger ("woke") audiences and more accessible while the inclusive-biased demographics also blew up. It's not at all shocking that you'd find more inclusivity there.
A much more interesting study would be separating the gamers from the Gamers. Show me how people playing Splatoon and Animal Crossing compare to the neckbeards living in LoL and HoI4...
That would require you to define a Real Gamer, which would be divisive by design.
It's an exercise in nutpicking.
This is obviously just my experience but the younger generation is not inclusive at all, kind of the opposite. At least around the north east US where I have lived.
I work in a kitchen. I often have food runners, hosts and dishwashers who are under 18. They're extremely uncool sometimes.
Yeah.
Kids are jerks. They’re naive. I certainly was; I think that’s always been a thing, though I can’t comment on how much worse or better it’s gotten.
That's true I was a shithead
Yeah, I was a little shit too.
Not universally for sure, Gen-Z men are especially problematic. But the sweaty dudes have become a minority of gamers, and I would expect broad-stroke "gamer" world views to reflect the influx of other demographics.
That's what I'd like to see more of in this research. Cut it by age cohort, gender, income, genres of game, years in the hobby, etc...
Or mobile games, which is the bulk of gamers now.