Sunday, April 24, 2016

Video Gaming: The Negative Stigmas Gamers Receive



The issue I’d like to discuss is the negative stigma given to video games versus the experience of how they have impacted my life as someone who has played video games since their childhood. I think this issue should be analyzed from my personal experience, because I think it can be most easily addressed subjectively. I’ve gained a feeling of embarrassment for the skill I’ve nurtured the most: my passion for video games. It’s easy to see how one might criticize gamers, because it goes off of the assumption that gamers lack social skills and engagement with the outside world. I disagree with this statement, because it actually provides people with an output for creativity and respite. I think the negative stigma gamers receive is unproductive and degrading, because it represents a thorough lack of understanding for the genre and its fan base. Video games are the embodiment of adult make-believe and role playing—you get to be someone you’ll never be in real life. Furthermore, people who are unhappy with their lives often turn to video games, because it allows them to forget about the burdens of the daily lives and engage in something imaginary where they can fulfill the role of anything/anyone they want. 

It is also easy to criticize gamers, because they aren’t involved with real people. I’ve heard everything from “violent video games make you violent,” to “video games rot your brain,” but these myths are easily debunked by engaging in the very activity that these people criticize: games themselves. According to the Harris Poll, 58% of Americans think that violent video games induces violent behavior in kids (Harris Poll, 2013). There is a catch, however, because 31% of Americans know little nothing about video game ratings, and 38% admit knowing nothing about game systems themselves (Harris Poll, 2013). This disconnection is a major problem, because frequently what will happen is young children, the most susceptible of players, might get their hands on a mature rated game because of their ignorant parents. Violent video games should be treated the same way as violent movies—save them for children who are mature enough to watch, but not necessarily eighteen years of age.

If I could think of a Sociological term applicable to my passion for games, it would be Pierre Bourdieu’s Habitus. Habitus means “the physical embodiment of cultural capital, to the deeply ingrained habits, skills, and dispositions that we possess due to our life experiences” (Routledge, 2011).  Habitus also means to have a feel, or taste for the game as well as behavior and knowledge. My game knowledge of League of Legends, although unimpressive, is one of my most prized traits. I’ve actually gotten to the point where I can analyze games, recite item stats, character stats, abilities and use the game as a medium for improvement in my everyday life. Immediately I can think of how my game knowledge affects my life. I no longer doubt the skills of other people, because they could be a large benefactor in my own experiences. Group projects are a breeze, because teamwork is a cornerstone of a successful gamer and student. Problem assessment is another skill I think I’ve learned from games, such as the ability to look at an issue, assess the problem, look at the resources at my disposal and then clear a path to solve it. In addition, American Psychological Association claims that video games may actually enhance a “range of cognitive skills such as spatial navigation, reasoning, memory and perception” (APA, 2014). Ultimately, I think what video games have taught me is the constant and unwavering need to improve no matter the gold deficit, limit in ammunition or number of friendly players still alive.

Bowen, Lisa. "UPFRONT Video Game Play May Provide Learning, Health, Social Benefits, Review Finds." American Psychological Association. 2 Feb. 2014. Web. 23 Apr. 2016.

Social Theory Re-wired. "Habitus." Social Theory Rewired. Routledge, 2011. Web. 23 Apr. 2016.

"Majority of Americans See Connection Between Video Games and Violent Behavior in Teens." Harris Poll. Harris Poll, 26 Feb. 2013. Web. 24 Apr. 2016.


4 comments:

  1. This is really interesting to me because I am on the other side of this issue. My whole life, people I know have been really into gaming while I never could be. I always found it to be dividing and isolating. I see the benefits of gaming and how they can improve certain aspects on one's life and functioning, but I must say that the negative connotation associated with video games is somewhat appropriate in my mind. I do believe that violent games can be fine when reserved for mature audiences, but it remains true that time spent gaming is time spent away from actual, real life people. This forces distance between gamers and non-gamers, dividing relationships that could potentially help someone's quality of life. This is especially important because, as it was stated, games are used as an escape mechanism for unhappy people. Games can be fine in moderation, but I find that they are highly addictive to many people and can be destructive that way.

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  2. This is a really interesting article. As a fellow video gamer I agree with the negative stigma from video gaming although mainly it's from my mom. I was really interested in the disconnect from the people who criticize video games. They don't know about the rating system or even about the console itself yet they criticize gamers. Overall, I think you did a great job in your argument for gamers.

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  3. I actually cut a section about how I grew up with games, and how they are kind of a timeline of my life through my social anxiety and my parents divorce. I kind of wish I had put it back in now.

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  4. This was a really cool article. I always found it interesting that violent video games were criticized a lot more than violent movies. Like take the recent Deadpool movie for an example. It's an extremely violent and gory movie, one of many out there, yet you don't hear too many people jumping on the "this violence will rot your brain" train. I wonder if this is because with video games there is a sense of agency with the avatar being able to be controlled.Yet at the same time there has been more recent reports of people trying to imitate what they've seen in a film (50 shades of grey for an example) than someone trying to do the same with a video game. So I wonder where exactly is this stigma is coming from. Is it just another fear and gripe about the advancing media technology or an actual concern?

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