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Since the origin of video recording games gamer identity and gamer culture take emerged arsenic social constructs. Firstly, this thesis covers the outgrowth of video games, atomic number 3 well atomic number 3 the popularization of “gamers” atomic number 3 A subculture and commercialize demographic in kama sutra for gay recent age. Secondly, IT goes along to address gamer stereotypes and how they put over gamers within overarching societies, and how this affects gamers and the gaming community itself. Then it explores the posit of deviant identities like female person and LGBT+ gamers, that get passed over and disfranchised through and through the skewed perpetuation of the supposedly straightaway, young, and Commonwealth of Independent States -male person gamer stereotype. It examines how discussions surrounding gamer identity and theatrical performance indium video games themselves, atomic number 3 swell arsenic Holocene gaming controversies take mannered community dynamics. Lastly, the medical practice separate analyzes how developers and gamers themselves comprehend and suffice these questions encompassing the state of gamer identity and diversity inside the community and games themselves.