The Gaming Community: How Video Game Players Are Viewed Today

The variety of subcultures in contemporary society is exceptionally large, creating an opportunity for various individuals to relate to a specific community. The popularity of the gaming group has been rising steadily for the past years, as it began to obtain more specific characteristics. The general attitude towards the gaming subculture has changed tremendously, altering the famous attitudes usually connected to this community. This work discusses the gaming community and the modern representation of this group, evaluating how its image could be further improved in the future.

The popularity of video games is quite a significant trend in the contemporary world, and numerous companies focus on the production of this genre of computer entertainment due to public interest. For instance, such enterprises as Electronic Arts and Blizzard, which specialize in the creation of portable and online video games, are considered giants of the gaming industry. Other perfect examples are streaming gaming platforms, namely Twitch and Ustream, which provide the gaming community with a possibility to view the content devised by influential gamers. Therefore, the gaming subculture is usually viewed positively by society and media services, which consider gaming a beneficial hobby enjoyed by millions of players.

Nevertheless, the overall attitude towards video gaming being an advantageous pastime has changed considerably over the past decades. Previously, playing was referred to as a negative phenomenon that inspired violence and hostility (Dowsett and Jackson 23). Multiple public media sources portrayed the image of an ordinary gamer as a young student or an adult male who is infatuated with online reality. However, in the contemporary setting, the notion of video gaming as an activity that enhances cognitive capabilities and provides a source of entertainment for numerous people has created a favorable image of the gaming community. Stereotypization and discriminatory practices are observed less frequently both from the publication services and other social groups, which manifest a positive trend of acceptance.

Of exceptional significance is the possibility of gaming becoming a credible full-time job for interested individuals. The number of gaming tournaments and content creation possibilities have instilled an atmosphere of approval and created additional opportunities for the representatives of the gaming subculture. In the modern environment, it is possible to compete with other players at competitions sponsored by Electronic Arts, Blizzard, and other video game companies or devise unique content by playing and posting the results online. Many influential gamers, such as Ninja, Dr. Disrespect, or Jacksepticeye, have achieved tremendous success in this niche, with gaming becoming their full-time occupation. Although some magazines and TV shows still portray a more simplified and stereotyped version of this subculture, the majority of popular media services represent truthful aspects of the community.

However, the attributes of the contemporary gaming group are more complicated than usually shown in media sources. The range of this subculture is quite extensive and includes numerous individuals who are inspired by video game content. Even though a majority of resources focus on more famous representatives, for example, content creators and tournament competitors, a remarkable portion of the subculture consists of gaming enthusiasts. Playing frequently becomes a method of personal entertainment, relaxation, or bonding with others. My definition of this subculture focuses on such aspects of gaming as interest and inspiration, which are imperative for obtaining a positive video game experience. Although not all players might contribute hours to this activity or have substantial practice, they are still considered a part of the gaming community as long as they manifest a true interest in video games.

In contrast with famous representations, not all gamers possess remarkable aiming or gun handling skills and are not always adept in multiplayer online gaming. The variety of video game genres, which range from shooters, platformers, and role-playing experiences to single-player strategies, offers every individual an opportunity to develop unique competencies and encounter various plotlines and fictional characters. Moreover, video games possess not only the possibility to escape from the real world but to learn more about it through the adaptation of relevant scenarios and valuable social knowledge.

In this regard, I believe that it would be beneficial for the image of the gaming community to become more diverse and inclusive. Even though there is a generally positive attitude towards gamers, such issues as misgendering and stereotypization are still highly pertinent in some environments. Establishing a more varying and tolerant attitude towards all gamers, as well as diminishing the stigma of professional involvement, could significantly contribute to the development of the group’s image. Therefore, I think that the public image of the gaming community should represent the range of video game genres and the positivity of experience secured through playing.

To conclude, the gaming subculture and its characteristics with regard to its contemporary image were discussed in detail in this work. A majority of individuals are currently defining themselves as gamers and the representatives of the gaming subculture. The gaming community is usually depicted positively as an enjoyable hobby or a potential occupation. Although there are still some major difficulties linked to the overall perception of this group by the popular media, it is inspiring that more individuals become affiliated with the gaming subculture every day. Battling the stereotypes instilled in the previous years is a necessary endeavor that could improve the public image of this group.

Work Cited

Dowsett, Andre, and Mervyn Jackson. “The Effect of Violence and Competition within Video Games on Aggression.” Computers in Human Behavior, vol. 99, 2019, pp. 22–27.

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StudyCorgi. "The Gaming Community: How Video Game Players Are Viewed Today." December 27, 2022. https://studycorgi.com/the-gaming-community-how-video-game-players-are-viewed-today/.

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StudyCorgi. 2022. "The Gaming Community: How Video Game Players Are Viewed Today." December 27, 2022. https://studycorgi.com/the-gaming-community-how-video-game-players-are-viewed-today/.

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