marketers, primarily for large corporations, created the current “gamer” identity to have an audience to market to.
these corporations determined that power fantasies for aggressive adolescents were the most lucrative and decided to hone in on them almost exclusively, at least on game consoles.
is it any surprise that we now have an audience that’s insecure, aggressive, and tribal?
Words of wisdom. This is why, when I meet new people, I always point out that although video games are my hobby of choice, I do not identify with the “gamer” label and culture.