Apple Rejects Game About War-Stricken Gaza, Citing it as a Non-Game

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Apple’s appstore has seen some backlash over their rejection of game about a girl in war-time Gaza looking for her family. They rejected the game on the grounds that it  doesn’t meet the criteria of a what constitutes a”game” for their games category, a seemingly arbitrary categorization on Apple’s part. Liyla and the Shadows of War, a independent title from developer Rasheed Abueideh, tells the story of a young Palestinian girls who is trying to rescue her family during the 2014 Israel-Gaza conflict. In terms of gameplay, the game is a mix of puzzles and platforming with the player having to solve different puzzles to accomplish the game’s goal. The game expresses the grim realities of war and what people in war-stricken locations are faced with. If players make it to the end of the game they are given the actual numbers of how many people lost their lives during the conflict, as well as other facts about the conflict that express the nature of conflict.

The game, which has received some level of praise on the google playstore, was rejected this week by apple:

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I refer to the game as a game because it’s undeniably a game; anyone who sees or plays the game would immediately contend that it functions like a game, and yet Apple rejected it for their games category. This comes as a result of Apple’s very strict policy of what they consider a game, one that many believe to be outdated and backwards. It stems from the appstore not allowing for games that have controversial messages to be in their game category.

We view Apps different than books or songs, which we do not curate. If you want to criticize a religion, write a book. If you want to describe sex, write a book or a song, or create a medical App. It can get complicated, but we have decided to not allow certain kinds of content in the App Store. – Apple App store Guidelines

 

Liyla’s rejection likely comes from the game featuring the real life statistics in its conclusion, which is quite absurd given that it’s such a small part of the overall game. This isn’t the first time that the apple app store has rejected would be titles on similar grounds, as they also rejected the 2011 title “Sweatshop” because the game held a message about the grim realities of sweatshop work.  These rejections are indicators of a larger issue with Apple’s categorization of what constitutes a game, as rejecting a game merely because it has a controversial or political message has the potential to censor and withhold numerous worthy games from reaching an incredibly large audience. The line as to what dictates the content of what they allow on their appstore also seems tremendously arbitrary, as there are numerous games that straddle or even go over the conceivable line on the appstore. As video games become tools to convey social messages and educate others to real world issues and ideas, it’s unfortunate that Apple is acting as a behind-the-times gatekeeper to the general population of gamers. Video games are evolving to be more than just passive entertainment; more and more we’re seeing developers harness the power of the medium to instill real messages. If Apple can’t evolve their definition of  a game then maybe we need to rethink their platform as an avenue of play.

Luckily, Liyla and The Shadows of War can be played through the Google Play Store.

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An/Other: A Game That Simulates Everyday Racism

Video Game designer Jordan Sparks has created a game that simulates what it’s like to be black living in Toronto, Canada. The game “An/Other” is Spark’s attempt to demonstrate how racism is embedded in society through the interactive medium of video games. Local media outlet Torontoist has a great piece about what you can expect once booting up the game, but I’ll go ahead and mention some of its highlights.

The game places you in the first person perspective of a single day experience of a typical black person in Canada. The first experience players receive is a police officer  requesting for identification while walking to work. Throughout your experience, players will witness and come across many forms of racism, many of which are nuanced and exhibit more embedded forms of racism that lurk under the surface of many who may consider themselves a non-racist. Things like a NPC clutching her purse as you walk near her or other characters making sweeping generalizations of children of a different race strike at  the everyday occurrences that people of color experience.

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The game accompanies a 80 page long paper entitled “Seeing Through The Eyes of An/Other: Developing Games For Social Change” which argues that video games have the potential to teach valuable social lessons because of their more intimate and immersive nature. I could write a lengthy post about the paper itself, which echoes a lot of what many voices in the field are arguing about video games having the potential to ignite social change with the proper harnessing of their power, but I’ll instead just refer you over to the paper itself, which more eloquently and extensively puts anything I would say.

I highly suggest anyone and everyone try the game out, as well as read his paper. It’s games like this that really exemplify how video games can augment society and will change the way we learn about social issues. Sparks and his work is invaluable, as  voices like his are ones pushing the study of video games as more than just a form of entertainment. We need more voices, more research, and more games like An/Other.

 

 

Nostalrius: Blizzard Shuts Down Popular Private Serve of the Original “Vanilla” World of Warcraft

World of Warcraft may be the most sociologically interesting game of all time because of the massive community the game has fostered in its 12 years of being active.  In those 12 years Blizzard has made some dramatic changes to the game, with new areas, races, and elements being added in with each update and expansion. While fans have been more or less positive about these expansions, recently a niche crowd of the WOW population grew nostalgic for the World of Warcraft of the past. Thus a private server named Nostalrius was created to give players an option to play the original, “vanilla”, World of Warcraft just as it was when it released in 2004.

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This form of game  duplication falls into a murky waters when it comes to piracy. As it stands, it’s impossible to play the original vanilla WOW on an official server. Blizzard, for obvious reasons, has a stake in pushing their newer versions of the game that feature updated elements and graphics. What the team behind Nostalrius did was provide fans with an option to experience ( or experience again) a very specific version of the game that will most likely never be released officially by the developers. While what the team did is technically piracy (they’re distributing a game they don’t own for free) they are distributing a game that, for all intensive purposes, is financially dead: Nostalrius isn’t charging clients for the product and neither is Blizzard. Legacy servers are not a new thing, several MMOs offer legacy servers that allow players to play the original versions of their games, but the majority of legacy servers are officially ran or sanctioned. With World of Warcraft being the most popular MMO of all time, it’s only natural that Nostalrius grew in popularity and eventually reached a client base of 150,000 users (  a mere fraction of WOW’s 5 million subscribers). Despite being a fan-made project not seeking any financial compensation for their product, Blizzard has sent the team a cease and desist letter to halt all distributing and running of the game.

The Nostalrius team will be shutting down their server on April 10th and active users are already preparing for the end of the game’s world: clients across the world are actively participating in pilgrimages across the game’s world as  symbolic measures to bring in the servers demise.  “We never saw our community as a threat for Blizzard.” said the team in their open letter to Blizzard offering the company their help in providing fans with an option for legacy servers.

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Cases like Nostalrius are particularly interesting in that they are instances in which a portion of a video game may simply no longer exist or be available to the general population. With video games slowing becoming more and more digital exclusive, certain games may become lost to time because the developers will no longer offer them or no longer have the means to offer them. In the case of WOW, fans came to Nostalrius because they were enthusiasts of something long-gone and fans of World of Warcraft as a whole. I’ve discussed these issues in the past, but it’s interesting to see the discussion come up around a very active game. Nostalrius and their community stark set on an in-game   pilgrimage to the apocalypse represents just how evolved and unique a video game community can become.. Some will revere the experience of playing the original game while other wills scoff and go back to the more updated version, but I do believe it’s an important thing to be given the opportunity to experience the game’s beginning. The in-game world of games like World of Warcraft are becoming more than just data online, they’re developing into shared experiences and worlds that hold sentimental value to those inhabiting them; when a online world ceases to exist it doesn’t simply disappear, it lives on in the memories and experiences of those who loved them. To a sociologists, we need to research and observe  how the advent of these digital worlds are effecting our social dimensions. If distant version of massive popular game can garner such a community, then certainly there is something more at work people merely playing a passive video game.

It is unfortunate that Blizzard will be forcing Nostalrius to shut down as it seems the server was only supplying fans with something Blizzard themselves are unwilling to offer. Perhaps one day Blizzard will head the advice of the team and provide fans with an official chance to experience the game’s beginnings. The story of Nostalrius reminds us to not take for granted the online games we love and play, because one they day they simply may not exist.

PCgamer’s piece on Nostalrius

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Block’Hood: Can a Video Game Change How We Design a City?

Releasing tomorrow as an early access title on Steam is Block’hood,  an isometric neighborhood-building simulator. The game gives players more than 80 types of blocks to create unique and ecological neighborhoods and promotes players to find the optimum solution to creating cost efficient, sustainable communities.

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“Block”, the project’s first incarnation, was developed inside The University of Southern California’s School of Architecture as a open-source game that thought to plan the Los Angeles of tomorrow. Now, as Block’Hood, the game is open to the public and  has expanded its reach to designing the communities of tomorrow using cost efficient and resource smart practices. The game offers various ways of play including a “research mode”, a mode that requires players to play with real world values in mind, and a challenge mode that gives player specific scenarios and resource allocation to solve a building dilemma. With a message of conservation and  forethought towards building communities, resources management in the game is key to building a healthy city, for cities and buildings that don’t receive proper resource allocation and design will begin to decay and crumble.

The game will also be a tool of research, as the developers will share player creation and findings with academic communities and publications to further develop a better understanding towards how we can create better communities. With Block’hood being used as a tool for the academic community to use and discuss, the game has the potential to be much more than just a simulator.

This probably sounds like a advertisement for a game that isn’t even out. I haven’t had the chance to give it a try, but it sounds like a unique tool for those who are interested in architecture and community planning. Video games have developed to a point in which they have the potential to serve similar practical implementations in specific industry as more specialized complex programs. I’m not suggesting games like Block’hood replace programs like AutoCad or any advanced programs, but it’s great to see video games being developed to give the general public a taste of what goes into an industry they may not be apart of. It sounds trivial, but the designers and creators of the communities of tomorrow are the gamers building vast worlds in games like Minecraft. If a game can harness that curiosity and give the player the educational tools to make smart and practical decisions, then our future may be all the more brighter for it.  Even for those of us who won’t be the next generation of designers or architects, games like Block’Hood promote a better understanding of how we as a community use valuable resources and the cost our creations take on our environment and homes.

For us sociologist, we can observe Block’hood as another facet of society that video games have built their way into. This augmentation of society through video games is what is at the heart of the sociology of video games, as the more ingrained the medium becomes in our society the more we need to evaluate video games as a social institution. How we use video games and let them evoke change in our society has remained to be seen it is full extent, but games like Block’Hood point towards the medium being used for the betterment of society.

At the very least, the game looks like a fun lego-like creator for adults…So it has that going for it.

You can read a piece about Block’hood’s development from an academic tool to video game here!

 

 

 

This Day in Gaming History: A Wild Pokemon Appears

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Today marks the 20th anniversary of the Pokemon franchise, with February 27th 1996 being the Japanese release date of Pocket Monsters Red and Green on the Nintendo Gameboy. To say the original  Pokemon games were a momentous  release is an understatement, as they ushered in a cultural and societal phenomenon in both the United States and Japan. The franchise has gone on to become the second highest selling video game franchise of all time, second only to Mario, and has become the most successful handheld franchise of all time. It all started in 96 with this amazing game:

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One cannot tell the story of Pokemon without first mentioning the history of the developer behind it, Game Freak. Led by Satoshi Tajiri, Game Freak started in the game industry as a video game magazine featuring hand drawn artwork and writing. It wasn’t until 1989 that the team developed their first game, Mendel Palace for the Nintendo Entertainment System. From there Game Freak worked mostly on licensed games for Nintendo, including the titles Mario & Wario and Yoshi. It was around this time that Tajiri began conceptualizing Pokemon, a title that would take 6 years to complete development.

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Pokemon started from simple inspirations. Satoshi Tajiri, who headed up development of the game, had been fascinated by collecting insects as a child. He wanted to design a game that gave the player the same thrill of chasing and trading unique creatures as insect collecting gave him a child. Taking inspiration from one of his favorite shows of his youth, Ultraman, he wanted to incorporate a battle system that utilized captured monsters as party allies. These inspirations, paired with an interest in the Gameboy Link Cable that was introduced early in the handheld’s lifespan, grew the idea of a monster collecting game in which players could train, battle, and trade monsters with friends. In 1990,  Tajiri brought the concept to Nintendo under the title “Capsule Monsters”, who  turned the idea down. After shortening the name to CapuMon and subsequently changing it to Pocket Monsters due to copyright issues, Tajiri once again brought it to Nintendo. With the help of Shigeru Miyamoto putting his support behind the idea, the game was finally green lighted for development. The 6 year development of Pokemon Red and Green was one of technical difficulties, financial woes, and many unpaid overtime hours. When the game finally released in 1996 as Pocket Monsters Red and Green Versions, Game Freak had lost many of its developers and was on the verge of bankruptcy.  Despite its almost immediate international success years later, the Japanese release of the original game wasn’t the overnight success one would expect. It wasn’t until buzz about the game’s hidden 151st Pokemon that sales starting to pick up for the game, thus creating the cultural phenomenon that we know it as today.

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The original games had some..ugly sprites

Outside of Japan,  the game released as Pokemon Red and Blue, a slightly updated version of the original game with reworked sprites and details. Each version of the game held specific Pokemon only obtainable in  that specific version of the game. With the addition of Pokemon only achievable at the cost of another Pokemon and Pokemon that only evolved through trade, to obtain every Pokemon in the game required trading with another version of the game. This is where Pokemon becomes a milestone game in the social sphere of gaming; it is a game that requires players to interact and trade with others to obtain the game’s goal. While it’s inevitable that a player could just buy both versions of the game and a second gameboy, the intent of Game Freak was to promote a sense of community among gamers that fostered real loss and exchange. The developers wanted trading away special Pokemon to mean something for each player, and for their decisions and actions to have consequence in-game and in the real world.

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Years ago I wrote a more humorous look at the Pokemon series as an entity of social agent, but many of the lessons the game teaches players are about community and comradeship still hold true. It’s one of the few games of the era that has cooperation built into its success, despite a big emphasis of the game being about battling other trainers. Even today, whether it be with the game or the immensely successful card game, fans are comparing and trading Pokemon just like in 1996. There are few games that have had the cultural impact that Pokemon has had and I think it’s pretty likely we’ll see Pokemon remain popular for years to come.

This Day in Gaming History: Nintendo’s Legend

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30 years ago on February 21st 1986, The Legend of Zelda released on the Nintendo Famicom Disk System in Japan. This original title in the long running Legend of Zelda franchise has had tremendous effect on shaping our modern day gaming culture and climate. Easily the most influential game in establishing conventions for subsequent adventure games, the franchise has revolutionized the gaming industry multiple times and it all started with this singular game.

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What made this game so special?

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The Legend Of Zelda wasn’t the first adventure game by any means, and the game even draws significant influence from its predecessors such as Adventure for the Atari 2600, but what makes the game stand out is that it’s an amalgamation of what came before it. When Shigeru Miyamoto and his team at Nintendo began developing this game in 1985, they drew inspiration for various popular genres at the time, including puzzle and RPG games, and also from Miyamoto’s own personal experience of exploring . The game combines all these elements in a way that hadn’t been done previously and even paved the way for games outside of its genre to gain popularity on home consoles. The result is an approachable game that allows the gamer to explore a digital world  with very little direction or hand holding along the way. This approach of giving the player very little hint as to where to go and how to progress the game was a new approach for Nintendo, one that many of Nintendo’s employees felt was a gamble. With resolve, Miyamoto and his team stuck by their decision to keep the game vague and free of clear direction, desiring a true exploratory experience and with a hope that the game would develop a community.

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Nintendo’s gambles paid off in ways they might not have expected. The Legend of Zelda became a word-of-mouth legend. Players would share hand drawn maps, secrets they discovered in the game, or notes on how to defeat a difficult enemy.  The game represented a true novelty in the gaming community: a game that bred discussion and sharing to discover everything it held. Beyond its sheer gameplay innovations, this aspect of the Legend of Zelda I believe is what makes it a true classic in gaming history and what make it the most relevant to the sociology of video games; it truly was one of the first games to promote social elements and cooperative sharing, elements that are now mainstays in the modern video game industry.

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I can’t hide my personal bias, I love the game and the franchise. Admittedly, I have never beat the original game; I’ve only ever tried to beat it without the usage of guides and each time I’ve become lost several dungeons in. Despite this, I believe it stands as being an amazing game in its design and layout. It marvels me as to how both this and the original Super Mario were released within a year of each other, both of which were miles ahead of anything else on a home console at the time. With this year marking the 30th anniversary of the franchise, one can only hope that Nintendo delivers on their promise to release another innovative, immersive experience with Zelda Wii U (If it actually comes out this year).

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FBI Releases Anti-ISIS Propaganda Video Game

There’s been a lot of strange games released for all sorts of peculiar reasons: PETA’s anti-Animal Abuse Pokemon game and Shower With Your Dad Simulator 2015 come to mind as two particularly strange games with questionable motives. However, these games  fail in comparison to a new game released by the FBI. That’s right, the FBI. Allow yourself to take that in for a second: The United States Federal Bureau of Investigations has created a game and it’s just terrible.

I present to you: Slippery Slope, an anti-ISIS propaganda flash game meant to dissuade youths from falling into the trap of logic leading to violent extremism.

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The game is apart of the FBI’s “Don’t Be a Puppet” initiative, which is an online effort to educate impressionable youths about the dangers of extremism and warn them about the potential realities of such beliefs, including perpetrating hateful attacks based on race or religion. The program is meant to encourage teens to think for themselves and deploy skepticism and  practicality when coming across extremist ideas and rhetoric.

Let’s pretend for a second that this game is necessary and not a vapid attempt from an out of touch agency trying to  reach kids through patronizing means, how does the FBI intend to convey such a delicate and difficult message to kids? With Goats and explosions of course!

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Minecraft is popular right? Just put a goat and radical text in there. Boom!

Included in the Don’t Be A Puppet’s interactive basement, the game is meant to be a original gameboy game entitled “The Adventures of Poonikins” starring the titular Poonikins, a goat who is apparently struggling with extremist beliefs. Design wise, it has a relatively simple  gameplay design: players control  Poonikins  while avoiding green walls as he traverses a vast green pasture attempting to make it to each of the game’s 6 finish lines. If Poonikins is to run into one of the green walls, he explodes instantaneously into various small blocks; a horrifying death for a confused goat. Upon passing a finish line and completing a level, the game displays “distorted logic text”, giving impressionable teens examples of harmful rhetoric.  Just on a purely  analysis of the game as a video game, Slippery Slope’s biggest problem lies in its horrendously touchy controls and it’s almost laughable difficulty; a tap of either arrow will send Poonikins flying faster than you can say, well, Poonikins. It’s just simply not well designed, featuring gameplay elements that feel like they would  fee stale even on  something like the Magnovx Odyssey.

Of course the greatest question is: What the hell does a goat avoiding walls and exploding have to do with radical extremism?  This game doesn’t convey any meaningful message in any way, if anything it just distracts from the initiatives overall message by being strange and absurd. Why is the goat’s name Poonikins? Does the FBI think Goats explode when touching green walls?  The Goat is a terrorist, is that whats going on? There are so many baffling questions unanswered by this one’s Goat dangerous descent into extremism.

So why am I bringing this up? What could this terrible game with questionable motives have to with sociology? On this blog I like to point out new ways video games are being implemented in our society, from usages in medical rehabilitation to being used as a means to weed out job candidates. These new implementations speak to how ingrained video games have become in our society; they are permeating into all aspects of society, giving us new ways to interact and carry about our regular lives. The FBI creating a video game with the intent purpose of educating youths is a pretty remarkable action, exemplifying society’s gradual shift towards an acceptance of the medium as a powerful tool in education. We’ve come to the point where video games, for better or worse, are transcending the the typical gaming conventions and being used for new and unique way every week. The FBI’s Slippery Slope may be an example of a poor harnessing of the power of the mediums ability to do more, but  it’s a novel one at the very least.

Still, it’s hard not come away from playing this game without feeling dirty.  If this game is the latest tool in counter terroism that the FBI can offer, maybe we need to rethink some things.

Play the Game For Yourself Here!

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Square Enix Teams With Pacer to Stop Bullying

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Square Enix announced a partnership with the Parent Advocacy Coalition for Educational Rights (PACER) to enact an anti-bullying initiative.  Starting on January 13th, Square Enix will donate towards PACER’s national Bullying Prevention Center for every tweet of #EveryDayHeroes they receive this week, a hashtag inspired by the game “Life is Strange”.

Join our cause by sharing your own #EverydayHeroes moments. Tell us a story about how you overcame adversity, stood up for what’s right, or helped a friend in need. For every post using the hashtag #EverydayHeroes from January 13 to January 19th, Square Enix will make a donation to PACER’s National Bullying Prevention Center. Share your story today, and give help to those who need it

Life is Strange is a 2015 title that tackles the theme of bullying, allowing the player to weigh in and progress the plot through choices that will shape the game and ending. The game, which has been awarded game of the year by several media outlets, is receiving a physical release this week, but is currently available on most major platforms.

You can watch Square’s promotional video to kick off the event here

Life is Strange is a perfect example of video games can be used to tackle real world problems and issues, and it’s refreshing to see a big corporation like Square-Enix partner with organizations trying to instill real change in the world. If you’re on twitter, please tweet the hashtag #EveryDayHeroes. It’ll take two seconds.

Pew Research Center’s Report on Gaming & Gamers

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The Pew Research Center, a nonpartisan research group that conducts polling and demographic research, has released 17 page long report on their findings about Gamers and Gaming. This is an incredibly insightful report for anyone conducting sociological research on current issues in gaming or  seeking the demographic make up of the video game community. It’s a pretty lengthy report, but I’ll try and break down some of the highlights.

The group posed the following questions to a survey of over 2000 Americans.

  • Do you ever play video games on a computer, TV, game console, or portable device like a cellphone? Yes, No, Don’t know, Refuse
  • Do you think this is true for most video games, true for some games but not others, NOT true for most video games, or are you not sure?
    • Video games help develop good problem solving and strategic thinking skills. 
    • Video games are a waste of time.
    • Video games portray women poorly.
    • Video games promote teamwork and communication.
    • Video games portray minority groups poorly.
    • Video games are a better form of entertainment than watching TV.
  • Based on what you know about video games, please tell me if you agree or disagree with the following statements. Agree, Disagree, Don’t Know, Refuse
    • Most people who play video games are men.
    • People who play violent video games are more likely to be violent themselves
  • Some people use the term “gamer” to describe themselves as a fan of gaming or a frequent game-player. Do you think the term “gamer” describes you well, or not? Yes Gamer, No, Not Gamer, Don’t know, Refuse

Additional probing questions were asked about video game causing violence, how racial groups were represented in games, and how video games represent women.

Let’s go over some of their discoveries!

In regards to who plays video games and considers themselves gamers, the report found that only 10% of respondents considered themselves to be gamers, despite nearly half of respondents answering that they play video games.

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Respondents in older age brackets were less likely to identify as a gamer

The demographics of gender in gaming is similar to what the ESA reported earlier in the year, but there’s a considerable difference between the number of women and men who identify as gamers, perhaps signalling a disconnect between women and gaming culture.

Why is there such a big difference between people who play games and identify as gamers? It could be that by identifying as a gamer you’re admitting you are a part of a bigger culture that many respondents desire not to be counted upon. The term gamer may carry with it perceived connotations that aren’t appealing to more casual or infrequent consumers.

With regards to the questions regarding video games as  cultural and societal entities, the report found that a good portion of the population believe that video games can provide positive effects.

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I believe this graph is a particularly important one, because it represents a practical and reasonable view of video games within society. As with any medium, video games have a varying range in terms of intellectual and interactive value; some games will be your action fueled titles that don’t challenge you to work out problems, while others can be great sources of cooperative play and brain stimulation. It’s unfortunate that the medium often gets labeled as being only its biggest titles (Call of Duty, Madden, GTA) when there are plenty of games that challenge players to think outside of the box, work together, or take witness to a wonderful tale.

The study also asked questions to respondents in regards to how they perceive violent video games as agent in creating  real world violence.

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The majority of respondents did not believe that violent video games lead to violent actions, despite some groups believing they do. It’s clear that younger men and women disagree with the statement, but that the issue is still one that is very much up for discussion and debate among the community.

Lastly, we’ll look at the study’s finding on public perception of representation in gaming:

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This one is a little surprising, as the majority of respondents didn’t choose to weigh in one way or another. It’s clear that more respondents believe that only some games exhibit poor representation of women and minorities, which is a fair statement of video games, but it is alarming that that a healthy portion believe that most games have poor portrayals. This shows that proper representation within video games of women and minorities is an ongoing struggle and that the general population simply do not know about it.

There’s a lot more in the actual report that I highly recommend checking out. This kind of data is rare, but it helps us gain a better understanding of how video games are being viewed in our society and what we need to work on as a community.  For sociologist, such data is invaluable because it gives insight to the social problems existing at the intersection of sociology and video games.

Charts and graphs provided by the  Pew Research Center

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Report on the Status of Teens’ Use of Technology in Social Life

The PEW Research Group has recently released their 2nd  of 3 reports on “Teens, Technology &  Friendships”. PEW, which describes themselves as  “a nonpartisan fact tank that informs the public about the issues, attitudes and trends shaping America and the world”,  has conducted extensive research to academically confirm something we all probably know: Teenagers are using technology  to maintain social relationships.

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If you’re mind has just been blown, please take sometime to compose yourself and in the near future you might want to reconnect with society (Google has self-driving cars now, don’t be scared). The report itself is actually pretty insightful and explores how teenagers use video games in their social life more thoroughly than any study I have seen previously. It’s obviously isn’t going to be ground breaking conclusions, but a big part of sociology is academically documenting and observing trends in society.

There’s a lot of information we could go over, most of which dealing with how teens are using social media sites and apps like Twitter, Instagram, and Facebook to create and maintain social ties, but for the sake of only going over what most pertinently concerns this blog we’ll only be delving into the report as it concerns video games. LET’S JUMP IN:

“52% of all teens spend time with friends playing video games; 13% play with friends daily.”

In line with what the ESA reported on video game usage for 2015, this statistic doesn’t surprise me. Gamers in general are becoming more and more social, so it’s only natural that you’d see teenagers take advantage of this as well. Games like World of Warcraft and Halo are cited as specific games that have been used as tools for socialization within teen social groups.

“Overall, 72% of teens ages 13 to 17 play video games on a computer, game console or portable device. Fully 84% of boys play video games, significantly higher than the 59% of girls who play games. Playing video games is not necessarily a solitary activity; teens frequently play video games with others. Teen gamers play games with others in person (83%) and online (75%), and they play games with friends they know in person (89%) and friends they know only online (54%). They also play online with others who are not friends (52%).

This is a little confusing to read because of all the numbers. The way to read these numbers is the percentage of respondents that fell into that group. Don’t try and add them up, as individuals may fall into multiple categories (for example, a teen may respond  that he plays online regularly with friends he met online AND plays with people who are not friends).

What’s interesting here is to examine just how much video games have pervaded our culture. On whole 42%* of Americans play video games regularly, so for 72% of teenagers to play video games  regularly one can hypothesize that the number of Americans who play games regularly will probably continue to go up year to year. Likewise, just the sheer number of teens playing online is remarkable. 10 years ago that amount probably would have been halved. It’s not all that surprising, what with all major consoles being online  and the majority of AAA games having some sort of online mode, but it’s dazzling to see for someone who grew up in an era in which video games were mostly a solitary activity.

  • -38% of all teen boys share their gaming handle as one of the first three pieces of information exchanged when they meet someone they would like to be friends with; just 7% of girls share a gaming handle when meeting new friends.

  • -Of teens who have met a friend online, 57% of boys have made a friend playing video games. That amounts to 34% of all teenage boys ages 13 to 17.

These two are particularly interesting, just because these aren’t the type of statistics most studies will look into.  It makes sense that a good portion of teens making friends online would do so in a video games, as it’s a common ground for people to meet and share something they’re both interested in.  If anything, I’m more interested what the relationships of people meeting in others  online grounds would be; forums potentially have the same effect, but social media sites are more of an oddity in my mind. Regardless, it shows that technology is being used in various ways to strengthen and even create relationships.

When playing games with others online, many teen gamers (especially boys) connect with their fellow players via voice connections in order to engage in collaboration, conversation and trash-talking. Among boys who play games with others online, fully 71% use voice connections to engage with other players (this compares with just 28% of girls who play in networked environments).

This one is the statistic I found to be the most interesting, as one might be able surmise a bigger problem at work.  With 59% of girls playing video games, it’s surprising that only 28% responded that they play with voice communications. In a interview by Kotaku, a lead author of the report concluded that this means only about 9% of girls playing video games are using voice communication in online games. Why the low number? The study unfortunately does not go into why this may be, but if I had to guess I would say they may be a mix of practical and troubling reasons for the community. I don’t want to make assumptions, but it wouldn’t surprise me if one of the reasons found were because teens girls had negative experiences when playing online with others. I’ll leave it there.

This chart is exemplifies this gender difference between how male and females are using video game communities. For boys, video games are being used as social outlets in the same way text messaging and social media is being used, which is something one might not automatically assume.

There’s much more in depth analysis in the report itself, which can be found here in its entirety. The grand take way to the entire report is that technology isn’t causing the social relationships of teens to diminish. Yes, teens aren’t connecting the same way they did 20 years ago, but they’re still connecting and the social bonds they create aren’t any less real or solid. Technology, in many ways, is augmenting the ways we connect with others and even allowing us to reach groups and people that we wouldn’t otherwise be able to connect with.  So, the next time you see a teen on their phone don’t scoff or dream of the “good ol’ days”, just realize that society advances and restructures how we socialize.

*Data from ESA 2015 Report

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