The Status of Games in Society
- Nov 14, 2020
- 2 min read
Updated: Nov 15, 2020
Over the past decade, video games have been increasing in popularity, becoming more of a mainstream platform for entertainment and education. What once was a niche market has grown exponentially across a large range of age groups. In the context of Australia, the Digital Australia 2020 report has recorded that two thirds of Australians play video games with 78% of players being of ages 18 and over. It is also recorded that 9 out 10 Australian households contain a gaming device and 78% of those households contain more than one.
Video games have had an enormous impact on our culture over the span of thirty years and 7 generations of games. Characters such as Mario (Super Mario), Sonic (Sonic the Hedgehog), Link (Legend of Zelda) and the Pokémon ensemble that originated in the nineties remain relevant and are considered cultural icons. These characters and the games they originate from (along with many more) defined the childhood of many.
In recent years the attitude towards people who play games has been transitioning from negative to positive. A survey conducted by Alienware in partnership with Researchscape, reported that less than one in ten feel embarrassed or judged being referred to as a gamer, with the overwhelming majority associating the label with feelings of fun and excitement. The benefits of gaming are also coming to light, challenging the negative stereotypes often associated with it. Through an online poll about the main benefits of gaming, the research organisation Qutee found that 40% of gamers who responded believe that gaming improves emotional wellbeing. The same poll found that 93% of gamers disagree with the view that gaming leads to violent or antisocial behaviour, with 37% saying they have made more than five friends whilst gaming.
References
Anderton, K., 2018. The Impact Of Gaming: A Benefit To Society [Infographic]. [online] Forbes. Available at: <https://www.forbes.com/sites/kevinanderton/2018/06/25/the-impact-of-gaming-a-benefit-to-society-infographic/?sh=1413ef4c269d> [Accessed 14 November 2020].
Brand, J., Jervis, J., Huggins, P. and Wilson, T., 2019. The Digital Australia 2020 Report (DA20) The Power Of Games. [ebook] Eveleigh: Interactive Games & Entertainment Association. Available at: <https://igea.net/wp-content/uploads/2019/08/DA20-Report-FINAL-Aug19.pdf> [Accessed 7 September 2020
Prnewswire, 2018. Changing Face Of Gaming Debunks Long Held Stereotypes. [online] Prnewswire.com. Available at: <https://www.prnewswire.com/news-releases/changing-face-of-gaming-debunks-long-held-stereotypes-300636905.html> [Accessed 14 November 2020].
Saclrbey, S., 2017. Video Game And Their Effect In Modern Day Society. [online] Huffpost.com. Available at: <https://www.huffpost.com/entry/video-games-and-their-eff_b_9873646> [Accessed 14 November 2020].



Comments