Showing posts with label hardcore gaming. Show all posts
Showing posts with label hardcore gaming. Show all posts

Thursday, January 28, 2016

Are Hardcore Gamers The New Right Wing Conservatives?

Description: Stephen Colbert, dressed in a business suit &
seated at a desk, raising a pitchfork. the caption reads "Unleash
Nerd Fury!"
 In the mid-to-late 90s up to the the early 2000s, there was a lot of sound and fury and fear about censoring video games, worries about the resultant effect on free speech and the possibility of strangling video games as an art-form before it even left the cradle. There were Congressional hearings on video game violence, pundits bloviating in newspapers, magazines and online, and reactionary conservatives seemingly pinning blame for video games on everything from the Columbine massacre to the collapse of the nuclear family. But for all the sturm und drang, all the worries about legislators attempting to legislate morality... nothing really came of it. As the Houston Chronicle's Jeff Rouner outlines in "Have Gamers Become The New Religious Right?":
However, though there was a lot of talk about official censorship there was never really any serious chance it would happen in America. Video games were declared free speech by the Supreme Court in 2005 in a 7 – 2 decision, and Nintendo had given up their dream of completely family-friendly entertainment by 1994. Mature content became a badge of honor to the gamer community. It was proof that the medium couldn’t be stopped by moralistic thugs determined to protect us from ourselves.
So what happened?
Journalists like Leigh Alexander and Mattie Bryce as well as YouTubers like Anita Sarkeesian began looking at game content, both narrative and mechanical, and examining what that content said about us. It was not, as a lot of gamers like to claim, a call to censor or ban that content. It was just looking at it in a more thoughtful and nuanced way. With games now protected by all the power of the First Amendment, you would think that discussion over them could flourish more freely since they were in no danger of being taken away. 
That’s not what happened, though. Organized retaliation against the concept of conversation and dialogue in the form of 4chan ops and GamerGate happened instead. Sarkeesian’s videos were constantly flagged on YouTube in an attempt to take them down and online campaigns to have various journalists discredited or fired became a new way of life for anyone who dared deconstructing games from a social justice perspective... Criticism of the status quo, no matter how mild, is felt like an attack on a person’s morality. Religious people in the ‘80s who were comfortable with traditional gender roles took the idea of someone else rejecting those roles as a judgment. Likewise, players who are perfectly happy with a white, male-centric, violent, heteronormative status quo in gaming feel judged for that happiness when marginalized people and their allies speak up about how it affects them.
How bad has it gotten? A couple worked together for a year on a game called "That Dragon, Cancer" as a way to help process and explore their grief as well as the boundaries of games as an interactive medium. And hardcore gamers howled with outrage. Over a game a couple made born from their experiences of watching their infant son wrestle with cancer.
Unfortunately, Feminist Frequency gave the game a good review, and so of course the horde has descended on Steam to flood the forums with cries of “feels-marketing” and saying the Greens immoral for not donating profits to cancer research. Bear in mind, none of these people have actually played That Dragon, Cancer. They just hate it because a bunch of other people they normally pick on all got together and said it made them feel something.
So readers, I ask you: what are moderate gamers to do? Sound off in the comments below.

Monday, August 17, 2015

Why Are MMORPG Players Dying So Suddenly?

The Guardian presents an in-depth article on the curious case of Chen Rong-yu, a League of Legends layer who spent nearly a full day at a Taiwanese internet cafe, playing nearly non-stop before he slumped over at his keyboard, dead of an apparent heart attack. Chen's unfortunate demise seems to be part of a marked uptick in many hardcore players of MMO games quite literally playing a game until they drop. And the causes leading to this alarming increase in player deaths have many different causes and complications all intermingling together. As The Guardian writes in its feature article:
It’s not a crime that can be easily pinned on any one person or thing. There’s Taiwan’s local economy and infrastructure, which promote the extended use of internet cafes. There are the natural conditions of the country’s humid climate. There’s the lack of regulation with regard to how long people can use these cafes and, of course, there are the video games themselves, which promote prolonged engagement through their elegant, compelling design. 
But there is another, more pressing, more interesting question that arches over all of these, one that is, perhaps, more relevant to the billions of people around the world who play video games and don’t wind up dead from doing so: why? 
What is it about this medium that encourages some people to play games to the extremes of their physical wellbeing and beyond? Why do video games inspire such monumental acts of obsession? Is it something within the game’s reality that proves so appealing or is it external circumstances that push certain people to take refuge in a cosy unreality? 
The entire article is a well researched peice, and offers an intriguing, if also perplexing and disturbing look at the darker side of risk-reward centered game design along with MMOs and isolation.

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