Video Game Stereotypes

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Achievement Unlocked! : Respect for the Controller
Video games tend to bring a bad taste into some people’s mouths. With all the media coverage, it’s hard to fault them for it. News outlets have constantly bashed video games for being the cause of violent and obese kids. When people repeatedly hear the negative aspects of video games, it can make it difficult to accept anything good from them — causing stigmas and stereotypes to develop. These stigmas have led many people to have a misguided view on those who play video games. An example of this would be the stereotype of gamers: an antisocial guy with glasses, shaggy hair, and food stains on his shirt who still lives with his mom. The stigma also causes some to discredit video games for what …show more content…

One of the most fascinating facets of video games is how they connect players socially. Contradictory to the perceived idea, “the average gamer is not a socially isolated, inept nerd who spends most of his (or her) time loafing on the couch” (Granic, Lobel, & Engels, 2014, p. 67). In reality, games have a profound affect on the sociality of players. Khanolkar and Mclean (2012, p. 71) explain how “when played collectively, games lead to the formation and solidification of friendships.” Many of the massive-multiplayer online (MMO) games allow players to join servers and engage with one another. They can work together to solve missions or harvest for experience points. If players develop a connection with each other, it is common for them to exchange information so that they can build their relationship outside of the game. Video games also help establish “effective cooperation, support, and helping behaviors” for those who play them (Granic, Lobel, & Engels, 2014, p. 73). For example, E-League, or the professional Counter-Strike: Global Offensive league, splits gamers into two five-man teams where they must strategically work together to complete tasks before the opposing team. Similar to sports, the players split themselves into offense and defense while using communication to alert when the opponent is making a move. All of this happens while they play the game — which brings up another instance of the sociality of games. Anthony, an interviewee for Khanolkar and Mclean’s (2012) observations, notes that “videogames [are] more social than watching television [with other friends] because you can interact with other people in the game and you can also talk about the game [while playing it]” (p. 71). When playing games that are designed for cooperative (co-op) play, gamers don’t need to focus on a storyline or plot. These games drive the story through short cutscenes, enabling players to have

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