The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their life away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby. It gives people an outlet to focus on, and can connect them with many others worldwide. It can teach and entertain at the same time, and can be a useful distraction at other times. In this essay then, …show more content…
Furthermore, this stereotype has not held an accurate view for years; while gaming has become a more mainstream activity, the stereotype has become much less prevalent. Speaking through personal experience, and the experience received by others in the community, few people play games on such a frequent basis to become pale. Most people, as social beings, cannot live a solitary, single layered life, staring at a bright screen. Yes, a few people exist who call themselves “gamers” also exhibit this stereotype, but that quantity constantly and consistently approached, and will approach, insignificance. Most lead multi-layered lives, using gaming as one form of entertainment and time-sync out of the many that make up the average day of the person who plays games
Our society today has a very well established connection worldwide; a person only needs to pick up a cell phone, turn on the computer, or turn on the TV to communicate with many others around the world. Our world exists and operates as it currently does due to this vital and powerfully established connection. Furthermore, at its current state, gaming requires this all-encompassing connection. Gamers constantly stay connected to the internet and to the many other gamers in the world. They communicate often, both friendly and competitively. Yes, those other gamers they converse and interact with belong to the same community as themselves, yet the root of social networking, a major part of young adult
Author A.B. Harris declares a call to action in his article “Average Gamers Please Step Forward” published in 2012 as he talks about the how gamers shouldn’t settle for how the Entertainment Software Association put the average gamer into a box, Harris (2017) declares that the average gamers are far more credible and intelligent than the perceived demographics suggest (pg.503). He starts to build a bond between himself and the reader by connecting himself with the audience and asserting himself as one of them who all want the same thing, to “change the mainstream” (Harris, 2012, p.506) and show non-gamers they are more than over-sexed male adolescents with a penchant for violence (Harris, 2012, p.504). Harris uses his personal values and experiences
The sociological interpretations of video games are almost as numerous as the games themselves, and like many aspects of our society can be harmful or beneficial depending on how they are utilized by an
While video games these days can involve team members, you can’t beat the shared experience of physical exertion on a sunny day with a group of your closest friends. Altogether, while video games certainly have a place as a fun hobby, let’s not make the mistake of confusing them with sports.” This highlights how Coates regards video games as a mere form of entertainment, whereas Mullenioux argues that video gaming has the potential to foster social connections as well as teach valuable life lessons. In conclusion, the authors of both selections have very different viewpoints when it comes to whether video gaming should be classified as a
Video games have become a massive icon that has spanned decades, technology and even cultural boundaries. Whether you play on a computer, tablet, phone, or console: at some point in your life, video games have been a part of what you do. Strike up a conversation about games and you can make lasting friendships or bitter enemies. Even if they might not know the specific game, everyone knows what the genre is, and because of this, video games have taken their lasting place in our pop
Stereotypes are qualities assigned to groups of people because of race, nationality, or sexual orientation. Stereotypes of gamers usually portray a fat, unhealthy basement dwellers ridden with acne and living on a diet of burgers and Red Bull. This is, of course, a stereotype many people refer to. Most of the time this stereotype is incorrect
According to Jane McGonigal in “Be a gamer, save the world”, video games have the ability to provide gamers with an opportunity to live a happy meaningful life by offering the hope of success with strong social connection and a satisfying work environment with a chance of becoming a part of something bigger. McGonigal believes that video games give gamers a sense of self and allows them to reach outside of who they are and empowers them to tackle real-world problems. Typically gamers are looked at as being escapist, someone who tries to get away from reality, but the reality is playing video games has helped players to become the best version of them self. In McGonigal's article, she makes some good points. For example, by the evidence provided
Video games in today’s society have become very popular. Every new game that comes out to be played and conquered by the average gamer has its own category. There are several other types of genres of games that people play but because of big hit titles and the new popular game systems like the Xbox 360 and Playstation 3, people become more interested in a game that is well known than a game they have never even heard of before. Every game has its own storyline and own way of how it unfolds and where the game ends according to game play. Some of the biggest reasons people sway to certain genres of games is because of the game titles released under them and the demand of people who want a good game under that category. The top three most
As video games become more and more popular, we will inevitably see an increase in amount of video games being produced. The growth in popularity of video games is facilitated by the creation of a website known as Twitch.com. This website allows gamers and content creators to stream themselves playing video games online and interact directly with a live audience via chat. This new platform makes gaming both more accessible and more acceptable. The social stigmas that accompany video games are diminishing; in fact there has been an increase in competitive electronic sports as well. Logically, the growing interest in video games encourages programmers to make more and more games. Melinda Burgess et al presents an interesting perspective about video games. She explores the prevalence of racial stereotypes and how their effects are detrimental to society as a whole. In Burgess’s essay, “Playing with Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games”, she provides fantastic commentary on how top selling video games show “overt racial stereotyping” (Lunsford et al 551) and negatively affect how we think. By providing statistics and data about the videogames that she is critiquing, she effectively shows that there is may be a correlation between video games and how we think and interact with the world around us.
PC gaming is having its golden era right now. New titles are dropping up like candy and previous titles have provided us with stunning gameplay and gripping stories. If you want a good gaming experience, you not only have to get yourself a good PC to do it, but you also need to play the following eight titles. These are the eight PC games you can’t miss out on or you’d be missing out on an adventure of a lifetime.
Traditional views of gamers have been often related with the negative stereotypes as males who are lazy, nerd, geek, fat, socially awkward and time wasters. Even though these stereotypes have been improving with the growing population of eSports athletes and its recognition as a collegiate sport in many campuses, participants shared their thoughts on the stigmas of gaming that are still present in our society and how they respond to these stigmas. Jeffrey, 5th year, majoring in music, shared his story of the stigmas of gaming he heard from his father, They had Street Fighter finals on ESPN 2 this past summer. I was watching it with my dad who knows nothing about the game and competitive play then he’s watching and he is constantly interrupting saying like.. When the winner was announced, this guy is a person who plays video games all day and night so he is kind of odd and dumb and does not know it better.
Overall, it was found from my research that even with the emergence of next-generation systems and shifting landscapes in gaming, there is still a cultural perception of the gamer as white male. There are exceptions to this, which can be seen in many commercials that challenge our expectations of what a gamer might look like and how he or she might behave. Certainly, as time goes on, it’s been found that there is an increased inclusivity in terms of who might actually appear in these commercials. Some commercials have begun to play with and tease out these representations: the commercials of Call of Duty: Ghosts, for example, that featured a wide variety of players. While representations of the gamer have mostly stayed consistent, these examples pre-empt the beginnings of a shift, as the video game industry continues to diversify.
"Gamer" is a term that means someone who plays games like computer or video games. But nowadays, most people prefer not to use this term because of the stereotypical identity and label of ‘gamer’ in the society. In the article “Do You Identify As A Gamer? Gender, Race, Sexuality, and Gamer Identity”, Adrienne Shaw is trying to deconstruct the popular stereotype of the ‘gamer’, and she find that the identity as a gamer intersects with many factors, like gender, race, and sexuality.
You are a normal person. You have a job and a house and friends. However, you truly love to play video games and you are a huge “nerd” in general. However, you do not ever think about telling your friends and coworkers that because you already know how people react to “gamers” or “nerds” or “geeks”. You are terrified that people will insult you and call you childish, idiotic or even stupid. You know this since you were stereotyped before of being a childish/idiotic “nerd” or “geek” or “gamer”, and know you are left with the memory of being generalized for what you like your entire life. In reality though, these stereotypes are all just false information made fact.
“Be a Gamer, Save the World,” written by Jane McGonigal, is an article found in the Norton Reader 14th Edition. Video game critics are often quick to dismiss playing video games as brain numbing and a waste of time. McGonigal challenges critics of video games by discussing the benefits of playing video games. She makes a valid point by stating that video games make players more optimistic and help create better social bonds. These emotions can encourage people to desire working for the betterment of the world. McGonigal believes we can solve some of the world’s most difficult issues with the use of video games. The author makes a valid point, especially considering the advancements in technology and the
Online gaming has grown rapidly around the world over the past several years. While many developing countries from the west have initiated much more developed and modern technology to help enhance gaming capabilities and their market, few eastern countries like Korea and China have lead the world in the developments of online games. The fast and high developments of online games in these eastern countries are so broad that it’s even part of their growing culture. Dal Yong Jin states, “Korea’s rapid growth in the online game market has been unique in terms of the growth of its domestic online game industry, the dominance of its local games in the global market, and the degree to which its youth culture is embedded in online gaming.” Not only does the gaming culture and economy in Korea benefit themselves, but also affects the U.S. and many other western countries in terms of the global game market and it’s expected rapid growth in the near future. Around 2006, the online game market was estimated to be valued around 4.98 billion dollars and has grown to as much as 11.88 billion dollars in 2011. Contributing to about half of that value was the Asian market with Korea instituting the largest and most viable market in the world. With such a rich and growing sector in the global market, online gaming has become an expanding form of entertainment that has turned from being just a leisure