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Social Acceptance of Video Games, In the 21st Century

Updated on July 9, 2014
Shot of a watercooled gaming computer.
Shot of a watercooled gaming computer. | Source


Ten years ago video games were considered nerdy by many and a waste of time by most. Ten years ago most gamers would not have dreamed that they could one day be famous and earn a better living than their parents by playing a game not involving any real physical activity. Ten years ago Bungie released a title that would turn the gaming community on its head, Halo: Combat Evolved. Did they single handedly put gaming into the spotlight? No, but they did play a huge role in creating a competitive atmosphere that allowed people to look past the fact that they were playing a made up avatar and jumping thirty-five feet into the air. The online play of Halo paved the way for the Call of Duty and Gears of War series. Previously multiplayer shooters were only done on computer games. Microsoft's Xbox Live network gave Bungie the tool that they needed to take their game from just another shooter, to sales juggernaut.

The online play, to me, is the number one factor in why gaming today is seen as much more socially acceptable than it was ten plus years ago. Playing against another human, without having to share a console and screen, gives players that competitive urge, the same urge that most athletes have that drives them to get better at their respective sports. The only difference is now that drive was bringing players to the game consoles. Pushing them to get better than their friends, requiring that they earn the bragging rights at school or work. No longer was gaming considered something that only kids did. Adults were getting into the hobby more and more. The elite players were becoming celebrities within their gaming communities. Some even earning big budget sponsorships with companies that produce gaming gear. Companies began putting on tournaments with huge cash prizes and earning the name "E-Sports" for some games. The competition is real, the desire to win is real, even though the avatars inside of the games are not. Gamers see themselves within the avatars, wanting to feel that rush when they win a close game, just as a quarterback wants to feel that rush when he throws a fourth quarter touchdown with ten seconds left on the clock.

It is not uncommon today to hear talk of guys going over to a buddies house to have a few beers and play some Call of Duty / Halo / Madden / etc... While in the not so distant past, this was almost unheard of. Whether this change is permanent or just a fad, I'm going to enjoy it all the same.

Would you join a video game club if you were in high school today?

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