As the video game industry increasingly penetrates into the mainstream consciousness and takes up more and more of the entertainment market, is it time to recuse the niche sentiment surrounding the pastime?
In the Gamesetwatch opinion piece "Ceci N'est Pas Un Gamer," Douglas Wilson thinks so. The very concept of being a gamer is a nuisance, given the baggage that comes along with it. Gamers seem to be divided within two spheres: maintaining a community with each other or willing to spread games into the mainstream.
The problem is that the gaming community has made a name for itself in the wrong areas. With regards to the "Mass Effect" scandal, in which a guest that appeared on Fox News made false claims about the sex scene in the game, Wilson says, "unable or unwilling to connect the dots to the bigger issues, the gaming community successfully pigeonholed itself, effectively muzzling its own resistance in the process."
Reactions to politicians, being pro-video game legislation or the aforementioned "Mass Effect" debacle suggest that the media can expect certain predictable outcries from video game players. One New York Times story commented on the reaction to "Mass Effect," stating "the Internet hath no fury like a gamer scorned."
These radical and ultimately divisive reactions only serve to reinforce that gaming is a cult, comprised of what Wilson calls a "Church of Gamers." Continued exclusionary actions like these means that "this exclusivity is exactly what impedes games from attracting a more diverse player base beyond the white adolescent male stereotype."
This will ultimately stifle innovation and drive others away from video games, leading to a possible stagnation. By getting caught up in minutiae and disproportionately dealing with it, the video game community makes a damaging and unpleasant name for itself. Being a gamer now comes with certain assumptions that Wilson believes would be better left solved by dropping that stereotypical sobriquet and focusing on issues that would be truly beneficial.
In reaction to Wilson's piece, colleague Rene Patnode wrote an opinion rebuttal from a sociological perspective on Gamesetwatch titled "Si, Ceci Est Un Gamer," stating "I believe that Wilson incorrectly chastises the totality of the gamer sub-culture while correctly criticizing unfortunate behavior of certain members of that sub-culture."
As games become easier to play and appeal to a wider demographic, more people are considering themselves to be gamers. The level of experience necessary to play through an entire title is lessened, but a problem arises when antiquated titles come up for discussion, given their exclusive nature.
Video games require a level of skill or talent in order for one to immerse oneself, thus contributing to the seemingly exclusive nature of the medium or of the community. Despite this, Patnode asserts that "dropping the term "gamer" from our vocabulary would in no way deconstruct the essence of the culture to which it refers. It is a useful term that signifies something real."
Gamer reaction to the change within their sub-culture, Patnode argues, is a natural process of progress. Other subcultures have had similar reactions to the expansion of their beloved pastime, hobby, or popular culture fascination. Music fans complain of bands selling out, "Star Wars" fans were vocal about their dislike for Jar Jar Binks, and the list continues. What matters most is that eventually these concerns will dissipate as the inevitable shift occurs within the subculture.
On reactions to the likes of Jack Thompson and Kevin McCullough, Patnode believes that "gamers, as a sub-culture, have no less right to defend the perceived honor of their culture than any other group has," though their obscene responses are the wrong way to go about voicing their criticisms.
Through their actions, gamers make playing video games seem like an "infantile pastime," one which still needs to mature in order to be taken with due regard. Also, "historically, it is important to realize that media other than video games have been subject to criticism by uninformed pundits," it is only a matter of time when video games receive the respect given to other forms of media.
Though Patnode's piece is more optimistic in its tone, it's clear that both Patnode and Wilson want gamers to diversify their interests. Branching out in discussion, respecting others opinions, and not becoming victims of the "headset plus online anonymity equals jerk" conundrum would help move the medium forward and establish its credibility among the other forms of media. The term "gamer" instantly brings with it certain assumptions, for better or for worse, and the gaming community has the capability of changing these conjectures as they so choose.
Contact Fernando Dutra at Fernando.Dutra@UConn.edu



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