This traditional viewpoint has generally fit into the larger concept that video games are part of a media machine which fosters unrealistic perceptions of social norms. Just as a child who is raised in a room with a television might develop unrealistic emotional relationships, a video game devotee might similarly view the world through Gordon Freeman's goggles. Another popular argument is that video games are toys, and therefore attract the kind of grown children who still live in their parents' basement.One might think that a simple survey would be particularly effective here. We have several quantitative indexes for maturity, and a questionnaire issued to a sufficiently large sample size could yield good data regarding how gamers stack up to non-gamers, in terms of life and social achievements. Rather, it seems most of the data centers around specific skill sets which can be developed from video games. A Hong Kong study found that social networking games can help otherwise-introverted youths develop critical social skills. Sussex University experiment made gamers play either a social video game (where the goal was to help others) or a neutral game (where no characters are helped -- think Tetris). The subjects were then given the chance to act in a positive social manner. Those who played games where the goal was to help non-playing characters were more likely to assist in an altruistic fashion. Note that this study compares social video games to neutral video games, which is not the best source for supporting the notion that gamers are less mature than non-gamers. For that purpose, the study would have ideally measured altruistic tendencies in those who played video games versus those who took part in other activities.With all of these studies now available, what has been learned regarding the primary characteristics of the stereotypical male gamer? The notion was put forth at the beginning of this article that -- using peer-reviewed studies -- the stereotype would be re-evaluated. Having examined several studies, it now appears that we are still living in the dark ages when it comes to finding well-researched information concerning the negative characteristics of male gamers. Lack of effective controls and large sample sizes have significantly hurt the value of many studies and surveys related to video games.This begs the question: Why is it that researchers are not yet devoting quality resources towards determining the effects of video games? This writer points the finger of blame squarely at the fact that researchers still seem to be lumping video games into the category of "general media," along with television and the printed word. This association grows increasingly more archaic as video games develop further into the realm of new media with products such as interactive systems, social networking games, and recreational exercise products. In order to conclude anything worthy of application, a more specific study must be conducted as to the effects of video games compared to the effects of older media. Only then can video gaming be lumped into the category of "media which promotes a sedentary lifestyle," and all the negative stigma which comes with it.