Alec Amby STEAM-J Silliman University, Dumaguete City, Negros Oriental alectamby@su.edu.ph Dhar Caluscusan STEAM-J Silliman University, Dumaguete City, Negros Oriental dharscaluscusan@su.edu.ph Jean Henri Dublas STEAM-J Silliman University, Dumaguete City, Negros Oriental jeanhenritdublas@su.edu.ph Marco Medina STEAM-J Silliman University, Dumaguete City, Negros Oriental marcofmedina@su.edu.ph Gil Tuballa STEAM-J Silliman University, Dumaguete City, Negros Oriental gilttuballa@su.edu.ph ANALYSIS OF STEREOTYPES: HOW NON-GAMERS VIEW GAMERS Abstract. This study sought to investigate stereotypes, in particular the stereotypes that non-gamers have about gamers. There has been quite a number of issues, namely in the form of fake news and especially in claims by significant and influential people without scientific evidence to justify [1]. The researchers had looked into literature relating to common stereotypes of gamers, their validity, as well as the reasons why people believe in them. While sources were found for the former two, no concrete answer was found in the last. In addition, majority of studies regarding this topic have been more or less centered around mass opinion and more on adults. Therefore this study sought to fill the gaps and provide more insight by analyzing a smaller scale and focusing on the youth, in particular Grade 12 STEAM students of Silliman University in order to answer these three questions. What stereotypes do non-gamers have about gamers? How did non-gamers discover or learn about the stereotypes and misconceptions regarding gamers? Why do non-gamers believe in the misconceptions and stereotypes of gamers? As individualistic opinion mattered more, the researchers chose the purposive sampling method to gather respondents, by means of usually asking them personally and seeing if they meet the requirements, which aside from being Grade 12 STEAM students of Silliman University, had to be non-gamers and had to at least be aware of what gaming or a gamer is. The smaller scale was ideal for more information to be gathered per person and as this issue is heavily themed around a person’s subjective opinion, the individualistic nature was ideal. The initial environment was to be Silliman University, the initial method of data collection was to be face-to-face interview, however due to the Coronavirus outbreak and suspension of classes, the researchers had to modify and apply online messaging platforms for data collection. Analysis of the data was done manually, looking at the responses, finding commonalities and differences between each other and then comparing that data with the existing literature. This study has shown that majority of the stereotypes listed were similar to the ones found in literature, but a couple were notably different, for being positive. The respondents cited the people they know who actually play video games as the source of their claim, as well as their general reasoning for why they believe the stereotype. In spite of that, majority have claimed that while they believe the stereotype applies to some gamers, it does not necessarily apply to all. As such, this implies that at the very least, younger gamers, in particular, the respondents, have more justifiable sources for their claims, but also have an open mind. Their more positive and understanding outlook, as well as involvement of positive stereotypes further backs this up.