
Today's gamers are very different than the stereotype from the 90s of a nerdy, acne-packed boy named Kevin who behaves like a socially awkward penguin and sweats profusely whenever he takes the leap of faith to make extended eye contact with an object of lust.
Latitude Research just released a new study, asking 290 smartphone owners between the ages of 15-54 who self-identified as "gamers" (whether casual or enthusiasts).
A portrait of the new gamers, in stylish - but unnecessary - infographics.

Gamers are not just social creatures, they're also societal creatures.
One of the most interesting insights of this study comes from this very interesting nuance.
Games have been notorious for changing people's behaviors as they provide a high level of engagement and involvement from their audience.
The emergence of social platforms (whether through 'traditional' social networks like Facebook or social gaming via Xbox Live / PlayStation Network) and location-based technologies have provided opportunities for people to participate in shared experiences engraved with a deeper meaning than the pure thrill of playing.
This seems to resonate in the mind of participants, who also want to see games - and their unique storytelling capacity - do a better job of connecting people and leveraging the power of communities to make an impact in the real world.
If gaming mechanisms can change marketing and advertising, it can surely change lives, too.

Gaming as a self-improvement device.
This is quite a trite observation by now (like most of the study, to be perfectly honest), but games are now perceived as a medium for self-improvement: personal wellness, learning, etc. Brain Training was released in 2005 and WiiFit in 2008, after all.
The gamification of life inevitably means the gamification of daily, routine, boring activities: running errands, exercising, washing clothes, ironing your man, or guiltily masturbating at night.
This definitely resonates with initiatives like Fiat's brilliant "EcoDrive" initiative, trying to instill gaming mechanics, feedback and incentives when it comes to your driving style.

What is the core learning from this study?
Infographics are an absolutely delicious way of presenting information. It's been done with great talent and bravado by companies like Wired, GOOD Magazine and many more.
Blogs - like us - love this format because it's visual and it fits within the 5 minutes attention span that we expect our visitors to have (hopefully).
The problem is that it can also over-complexify very straightforward data. And when this data is collected in a very biased way (even though it is being acknowledged a few times in the presentation), the extrapolations that are being made throughout definitely lose their impact.
The implications drawn from the study are shamelessly obvious and only point to the banality of the questions that were asked in the first place.
It's really such a shame that the sense of discovery and elevation that you get while reading this deck vanishes after the first diagram.