ABSTRACT Many studies have addressed the issue of the relationship between digital games and aggressive behaviour. However, less attention has been paid to the stereotyping of digital games and overcoming stereotypes from gamers’ perspective. This paper presents research conducted using the classic version of Grounded Theory. The research problem, i.e. the main concern of digital game players – the stereotyping of digital games – and the processes of addressing this problem emerged during the coding and analysis of the research data. The study has revealed how digital game players reinterpret the characteristic of digital games that “digital games encourage aggressive behaviour”. A whole range of reinterpretations emerged: Handling of virtual material rather than aggressive actions; Open in-game actions visible to everyone rather than aggressive actions; Digital games do not encourage aggressive behaviour, aggressive behaviour is in human nature; A space to sublimate masculine powers rather than aggressive actions; Social experimentation rather than aggressive actions; Exploration of limit states rather than aggressive actions; Emotional training rather than aggressive actions. This paper investigates the features and the course of reinterpretation processes as well as the aspiration of the gamers to disrupt negative stereotypes that hinder successful game-based learning.
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