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The psychology of the geek, in 6 basic characteristics

Hippies, goths, otakus, punks, heavies, nerds, geeks, millennials… All these terms and words have been heard relatively frequently in recent times. These are different cultures or urban tribes. This concept related to social phenomena refers to a group of people in which develops a distinctive set of beliefs and behaviors that differentiates them from other members of the same society.

An urban tribe is a way of cultural and social expression that presents a group of individuals of the same society, being this culture chosen and modulated by the subjects that make it up according to their context and way of live. Some are formed around a style or taste musical, others around an ideology and there are also linked to the existence of a common hobby.

One of these subcultures, urban cultures or urban tribes, which are currently enjoying increasing popularity is geek culture. But… Are there psychological characteristics that define this group?

What is meant by geeky?

Coming from English from a period when it was a label with a pejorative charge,

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The word "geek" refers to a person who has a high level of attraction and fascination with everything related to technology., electronic entertainment and science fiction. There is a high degree of heterogeneity within this category, the common denominator being interest in technology.

Within this group we could, for example, find hackers, subjects with a great fondness for gadgets, some science fiction fans and fantasy or to individuals with a high interest in electronic leisure (the latter more well known as gamers today).

Although, as has been said at first, the term geek had negative connotations, At present this concept is seen with increasing acceptance and recognition by society, being quite well valued its culture and having even established a "Geek Pride Day".

But what characteristics does someone cataloged within this urban tribe usually have?

Entering the mind of the geek

Various studies have been carried out that have attempted to analyze the characteristics of the members of the different subcultures and their distinctive personality. Regarding geek culture, some of the results reflected by these studies (highlighting that of McCain, Gentile and Campbell) are the following:

1. Interest in technologies

The interest in technologies and their operation is, as previously stated,, the common point of the different types of subjects called geeks.

2. neophilia

Many of the so-called (and self-styled) geeks present what is known as neophilia, that is to say a strong attraction and affinity towards the (especially the technological one). This implies a certain level of rejection of the routine and a certain capacity to adapt to changes.

3. political disenchantment

Various studies with numerous volunteers show that a large number of individuals classified within this urban culture feel an aversion towards the political. That is, they tend not to feel comfortable, ignored, and unrepresented by political bodies. Likewise, this induces them to participate more in apolitical civic associations.

4. Creativity and openness to experience

Some studies carried out regarding the level of creativity of the members of this subculture seem to indicate that geeks tend to carry out a greater number of projects. creative, both at the work and leisure level, than the average. An example of this is the group of hackers, who show a high capacity to find and create new methods and mechanisms in the world of computing.

5. Openness to experience and extraversion

Although the stereotypical image of geeks seems to reflect people introverts and with little social contact, the studies carried out indicate rather the opposite, correlating the data obtained through the study with medium and moderate levels of extraversion.

Perhaps the cliché is due to the poor social consideration that this group had when the geek concept was created., something that could lead to its social rejection and, consequently, to the people labeled with this term adopting a defensive attitude based on their past experiences. In this way, the current positive consideration of this group makes it easier for their social ties to be greater and of better quality.

6. Relative tendency to depression and/or grandiosity

The individuals studied also presented a propensity for states and disorders of the type depressant, manifesting low levels of self-esteem. However, a moderate percentage of individuals who were attracted to geek culture scored high on characteristics that suggested the existence of a certain level of geek culture. narcissism.

Final considerations: the risks of labeling

Although many people positively value being classified within this and other subcultures, the risks of excessive use of labels must be taken into account; The fact of categorizing people based on their tastes or characteristics can lead to various problems. Being included in a specific group means that one will tend to assume the presence of certain characteristics personal information that may or may not be owned, and also pose a problem when it comes to connecting with people outside the group itself.

In addition, although the current social perception of what is understood by geek is acceptably good, it is still true that even In the 1990s, the term was used pejoratively, assuming the existence of certain prejudices (some of which which are still latent today) that in certain situations could harm individuals considered as such.

Being labeled within a group can contribute to the process of forming an identity, and involves the risk that the label does not conform to our characteristics, and may lead to self-censorship to adjust to the ingroup and the establishment of competitive relationships with other categories social.

Both when identifying with a group and when trying to classify other people, one must avoid falling into judgments stereotyped and/or prejudiced that can have serious consequences for the labeled subject and/or the social group in which they are catalog.

Bibliographic references:

  • Arnold D. EITHER. (1970). Subcultures. The Glendessary Press, Berkeley.
  • Bell, D. (2001). An introduction to cybercultures, Routledge, London.
  • Konzack, L. (2006). Geek Culture: The 3rd Counter-Culture. Consulted on May 25, 2015.
  • McCain, J.; Gentle, b. & Campbell, W.K. (2015).A Psychological Exploration of Engagement in Geek Culture. PLOS ONE 10(11): e0142200. doi: 10.1371/journal.pone.0142200
  • Raymond, E. (2003)."Geek - The Jargon File)"(in English). catb.org. Consulted on March 17, 2011.
  • Thornton, S. (1995). Club culture. Music, media and subcultural capital, Wesleyan University Press, Hanover.
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