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Diving deep into the gamer's world
Published in The Saudi Gazette on 17 - 07 - 2009

part series, Amna M. Saleem takes us deep into the gaming world and attempts to discover the ‘gaming' phenomenon and the appeal it has for people of all ages.IN the same way cinema made an impact on the world in the 20th century, it can safely be said that computer and video games - or ‘gaming' as it is popularly known - have had a universal and powerful impact on our present world.
Pallads, the Greek poet from the fourth century once remarked that ‘life is but a game', and it seems that his words ring true in this age.
The phenomenon is perhaps best explained in the words of Stacey Spiegel, President and CEO of Immersion Studios, Inc., Toronto, Canada, who wrote that “playing video games has become a phenomenon and the increasing number of players that cross gender, culture, and age is on a dramatic trajectory.”
With the popularity of games on the rise it is not surprising that the gaming phenomenon has inspired academic attention and study. Most notably, this has been on the social implications of the gaming culture, and the ways in which the culture has evolved.
“An entire generation has grown up with a different collection of games than those popular in the past,” said Dr. Tamam Naim, a clinical psychologist in Jeddah who provides personal and academic counseling for youths and adolescence in educational establishments. “Just watch a child with a new videogame. The last thing they do is read the manual. Instead, they pick up the controller and start mashing buttons to see what happens.”
“This isn't a random process; it's the essence of the scientific method. Through trial and error, players build a model of each game and collect evidence through playing.
As the players refine this model, they begin to master the art of gaming,” she added in an interview with the Saudi Gazette.
Games affect social relations
In much the same way as e-mail and social networking have changed our lives for good, gaming has also made revolutionary inroads into the way we lead our lives.
“Today, many games consist of online functionality where you can play that specific game with other people who may be online at that time and even chat with them while playing the game,” said Khalid Saleem, a 23-year-old student from Saudi Arabia currently studying in Malaysia. Being a bona-fide gaming enthusiast, he talks about how he stayed in touch with his friends through gaming.
“I would use the system's capabilities to send messages to any friends that were online or may have met from online from the game.”
This kind of communication not only breaks down cultural barriers - allowing people from a diverse range of backgrounds to meet each other - but also ensures a connection based on similar interests.
Gaming also offers some therapeutic benefits, by allowing one to de-stress and provide a thorough ‘emotional workout' according to Khalid. “My friend Haris and I were once disagreeing about something and the situation got progressively worse,” he recalled.
“Another friend suggested we duel it out through an online game, and I discovered that I was helping out Haris with his strategies in no time!”
Dr. Naim asserts that these kind of benefits are not surprising. “Several statistics predict that gaming lead to aggression and affects the gamer's personality and actions negatively. However, some academics have argued that the opposite may occur: playing a violent video game may reduce aggression because it takes out the gamer's anger and frustration,” she explained.
Games help develop of
intercultural relations
“All social units develop a culture. Even in two-person relationships or groups, they are composed of the collection of rules, rituals, customs, and other characteristics that give an identity to the social unit,” Dr. Naim explained. “The problem here is that everything that we do and everything around us affects us in some way, shape or form. And today we have games which are a culture all of their own; this causes a clash of values and what is considered ‘normal' between gamers and conventional society.”
Cinema has succeeded in bringing people together largely because movies can be enjoyed by everyone and can be made anywhere. Similarly, these days the gaming market has become so expansive that its reach goes far beyond what anyone would expect. Games are now not just created in Japan and the US, as has traditionally been the case. Now, the list of countries creating video games is growing every year, leading to the bridging of cultures via the love of gaming.
A 22-year-old Malaysian student and gaming enthusiast, who wishes to remain anonymous, says, “Through video games I have learned a lot about American culture. For instance, there are many American games about World War II, and by playing through many of them you get an idea about how the Americans perceived the war.” It is important to remember that games made in Japan get translated or ‘localized' to English, and in many cases, other languages. So in other words, like movies, games are made for everyone. – SG
In part two next week, Amna will cover the various negative issues associated with gaming and its impact on children, as well as addressing the need for socially responsible gaming as well as video game piracy. __


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