
If you're looking for manga similar to Gamers!, you might like these titles.
After being turned down by his unrequited crush, Hachiman Hikigaya is determined to live out the rest of his high school life single and socially tuned out to avoid the folly of youth. But Hachiman's resolve is lacking compared to his guidance counselor, a woman determined to change the boy's ways. So, much to his dismay, Hachiman is soon forced to reach out to those around him by joining a club dedicated to serving others. Alongside the cold, but beautiful club president Yukino, eager Yui, and other new friends, Hachiman will try to stomach his new volunteer work and survive his ultimate fear: being involved in a typical high school romantic comedy.
When he was in middle school, Keisuke Machida aimed to win the long-distance relay at the National Athletics Championships, but his team lost by a small margin in the last race of his final year. Encouraged by his friend and teammate, Ryuta, to try for the Nationals again in high school, the two of them shoot for the same school. But when a car accident robs Keisuke of his place on the new track-and-field team, and of his place beside his best friend, Keisuke enters high school feeling lost. That is, until ex-middle school classmate Masaya ropes him into the Broadcast Club. Can Keisuke find a new place to belong in the Broadcast Club, or will his regrets keep him adrift?
Hasegawa Subaru, who threw all of his youth into basketball, falls to the very bottom of despair when the basketball club is shutdown. Then one day, by chance, he finds himself teaching basketball to girls in 6th grade. What is Subaru to these girls full of some peculiarity or another..!? A refreshing sports comedy digital book with both laughter and tears!
Focuses on Yuuta's university life and what happens at the Street Observation Research Society.
Hachiman Hikigaya is a cynic. "Youth" is a crock, he believes--a sucker's game, an illusion woven from failure and hypocrisy. But when he turns in an essay for a school assignment espousing this view, he's sentenced to work in the Service Club, an organization dedicated to helping students with problems in their lives! How will Hachiman the Cynic cope with a job that requires--gasp!--optimism?
Kishimine Kengo has avoided playing video games his whole life in a society filled with it. Instead, he prefers the comforts of books of which he has a tendency to get drawn into the story, perhaps a little too much. Every time he reads a story he unintentionally imagines reliving the story as the protagonist. When Kengo learns of the Modern Game club fate may let him use his imagination for another medium, video games.
Souji Shirosaki a student, who is in high school, whose personality can not leave out people in need. And Ichino Moritsuka, 16, a friend in the same class as Souji, who lives alone in an apartment near the mountains. Together, they discover they have strange psychic powers, founding a club game.