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Level Up! Priming Hobbyist Political Identity Using Survey Experiment

Published online by Cambridge University Press:  31 July 2024

Pavel Bačovský*
Affiliation:
Department of Politics, Bates College, Lewiston, ME, USA
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Abstract

Recent research suggests that a strong identity attachment to leisure activity affects the hobbyists’ political preferences and behavior. This paper further evaluates the claim that hobbyists – in this case, gamers – react differently to political stimuli that directly involve their hobby of choice. Using original survey experiment data, this paper shows that gamers become more interested in foreign trade policy when presented in the context of video games. This finding indicates that even seemingly apolitical identities matter in framing political behavior. Aspects of hobbyist identities seep into political attitudes, even if preferences in the strictest meaning of the word may take longer to form.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2024. Published by Cambridge University Press on behalf of American Political Science Association
Figure 0

Figure 1. Experimental manipulations.

Figure 1

Table 1. Gamer identity measures

Figure 2

Figure 2. Gamer identity measures.

Figure 3

Figure 3. Interest in the U.S. Foreign Trade Policy, breakdown.

Figure 4

Table 2. Receiving the treatment vignette increases respondent’s general interest in the U.S. Foreign Trade Policy among gamers but not among non-gamers. Models demonstrate robustness to the operationalization of gamer identity

Figure 5

Figure 4. Predicted general interest in U.S. foreign trade policy based on experimental treatment status and moderated by gamer identity measures. Gamers who received the treatment are more interested than control group gamers and non-gamers.Note: Visualization based on the linear Ordinary Least Squares model results from Table 2.Shaded regions represent 95% confidence intervals.

Figure 6

Table 3. Receiving the treatment vignette increases respondent’s interest in the specific U.S. Foreign Trade Policy discussed in the vignette among gamers but not among non-gamers. Models demonstrate robustness to the operationalization of gamer identity

Figure 7

Figure 5. Predicted interest in the U.S. foreign trade policy mentioned in the vignette based on experimental treatment status and moderated by gamer identity measures. Gamers who received the treatment are more interested than control group gamers and non-gamers.Note: Visualization based on the linear Ordinary Least Squares model results from Table 3.Shaded regions represent 95% confidence intervals.

Supplementary material: Link

Bačovský Dataset

Link