By Luke Langlois
This post is the first to come out of AJ’s week of editing, where the theme for posts is video games. In the following week, you will see more posts coming out in this theme as well.
When you hear the word “gamer,” what does your imagination picture? If my prediction is correct, it probably is not a pretty picture. Perhaps this “gamer” is in a room with closed blinds, no lights, and a locked door. Perhaps this gamer has untold quantities of empty soda cans sprawled out on the floor, not a bottle of water in sight. Perhaps this gamer’s keyboard is more dust than keyboard. This dust is not the typical brand of dust. No, it’s worse: Dorito dust. Whatever the picture may be, I’m sure it’s not positive. When industries rise, so do their critics. The rise of the gaming industry has followed this historical trend.
The term “gamer” does not carry a positive connotation; it is actually quite the opposite. Many media outlets are quick to jump the gun and mount an opposition against the newest gaming phenomenons, like “Fortnite,” calling them addicting, brain-melting, too violent, and detrimental to the overall health of the world. Gaming is almost always connected to being lazy or chronically unhealthy. But gaming should be recognized as a valid hobby, just like any other pastime such as golfing, moviegoing, fishing, or even knitting. After all, gaming is a juggernaut industry, and a “gamer” is not just someone who locks themselves in a dark room playing video games.
What would you consider to be the larger industry: movies or video games? Judging by the sheer influence that movies have on our popular culture, you might be guessing MOVIES! Indeed, the film industry pulls in large chunks of change. Last year, the international film industry pulled in a whopping forty-one billion dollars. That’s an impressive number. I personally would enjoy having forty billion dollars in my bank account. But, I would also enjoy having a bit more than double that amount. Oh, maybe ninety billion would be better? The gaming industry pulled in a bit more than that, at ninety billion dollars. That number represents the international revenue pulled in by the gaming industry. Not convinced that gaming is for more than just the hermit crabs of the world? GameSpot estimates, China has more people who play video games than the entire population of the United States. That’s over three hundred million people in just one nation who play video games. China is not the only video game haven; the United States has an estimated 211 million gamers (Variety).
Gaming is one of the premier hobbies of the world, and it should be recognized as such. There’s no reason to feel ashamed for really diving into a game, whether it be on your mobile device or your Xbox. Conversely, if you don’t play some type of video game, there’s no reason to spite those who do. After all, the non-gaming may soon be a global minority, if they aren’t already. Gaming is for everyone, and the numbers show it. So, don’t be a gamer shamer because gaming is not just a niche hobby anymore.
Fortnite may look goofy, but maybe it’s not so bad.
Editor: AJ Patencio
Sources
Lisa Patencio says
I am doing research for my career/personal growth college class this week. I typed in Environmental Artist because I am an artist, and I love science. I was excited a job came up in Washington State.
Oh, wait… they are looking for a gaming artist who can create Environments? Face smack!!!
Gaming is a huge industry. It is a great career opportunity too. Just not for me, lol.