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The Other Side of Social Gaming

I am going to be completely honest. This particular blog is an assessment for a University subject. I am meant to write about social gaming, but with everything that is happening in the world right now, writing about social gaming seems well honestly, unimportant.


As a white person and a person of privilege, I must educate myself and speak up.


Therefore, I am going to try and write this blog and see if I can both educate myself, provide some useful information for you, and submit an assessment at the same time.

 

Social gaming is similar to traditional video gaming – their aim is to provide activities for a person to engage in as entertainment (Domahidi et al. 2014). However, as Domahidi et al. explains, what is different from traditional games is that social and digital games are also “designed to encourage and facilitate interaction among co-players” (p. 387) and therefore, are creating a digital community.


These virtual and social games are created to provide entertainment, a world to get away to, and even for some, are their careers and source of income. But as González (2014) highlights, “..like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience” (p.2).

As we have seen in recent (and not so recent) events, racism is still so prevalent in 2020, and this is no different to social gaming.


I have seen this firsthand as I listen to my boyfriend play PS4. Whether it is Call of Duty, Fortnite or Grand Theft Auto, he is constantly ‘online’ with his friends and chatting to other people within the game.


As I watch and listen, you can see how evident racism is both within the game, and within its players. Daniels and LaLone (2012) explain that in Grand Theft Auto: San Andreas “nearly every black character, Hispanic, or non-white character is represented as a gang banger” or “as hapless, violence-causing miscreants that will only change their anti-social behavior if threatened with loss of money” (p.11). Whereas as they also highlight that in comparison, a white character is able to commit all types of violence without remorse or consequence and will still move up and ‘succeed’ their way through the game.


Yes, you could say that this is ‘just a game’, but just take a second to look at how similar those actions are to what is happening right now in today’s world.


In another example, Nakamura (2012) highlights a story about Quinton “Rampage” Jackson, a 2007 UFC Light Heavyweight mixed martial arts champion, as well as a television and film star. Jackson, an avid gamer, went on to play Halo once. As he was ‘online’ and able to speak with other players, he said that once he said something, he was faced with ‘it’s a n***** in here! Kill the n*****!’ ” (p.2).


This is something I have heard multiple times throughout my own experience with these games, and honestly, I have even heard worse.


For some, these social games are and can be such a positive experience. I have friends where their online gaming has saved them throughout isolation. It provided them with social interaction when they were restricted from it in the real world. But just as we have seen in these global events, we cannot ignore the very evident racism that is heard and seen within these video games.


Just like we are being told today, we must speak up.


So I ask you, next time you are looking at trying a new social game, do a little more research behind the game - find one that supports people of colour, not discriminates against them. And next time you hear a racist comment made online, speak up.


Our communities, no matter if they are within a game or in the real world, are meant to be a positive place for everyone, where everyone is equal.


You can do your part towards a better, more equal world. I sure know I will be.


(@worrywellbeing 2020)

 

References:


Daniels, J & LaLone, N 2012, ‘Racism in video gaming: connecting extremist and mainstream expressions of white supremacy’, Social exclusion, power, and video game play: new research in digital media and technology, pp. 85-100.

Domahidi, E, Festl, R, Kowert, R, & Quandt, T 2014, ‘Social gaming, lonely life? The impact of digital game play on adolescents’ social circles’, Computers in Human Behavior, vol. 36, no. 1, pp. 385-390.

Gonzalez Jr, P 2014, ‘Race and Ethnicity in Video Games: A Reflection of Social Reality. Racism, hate speech and prejudice: a manifestation of social stereotypes’, 29 April, pp. 1-50, viewed 1 June, <https://www.researchgate.net/publication/261993738_Race_and_Ethnicity_in_Video_Games_A_Reflection_of_Social_Reality_Racism_hate_speech_and_prejudice_a_manifestation_of_social_stereotypes_Final_Paper>.


Nakamura, L 2012, ‘ “It’s a Nigger in Here! Kill the Nigger!”: User-Generated Media Campaigns Against Racism, Sexism, and Homophobia in Digital Games’, in N Valdivia & K Gates (eds), The International Encyclopedia of Media Studies, Blackwell Publishing, pp. 1-15.


Image:

@worrywellbeing 2020, 'infographic in relation to the Black Lives Matter events' [image], 2 June, viewed 3 June 2020, <https://www.instagram.com/p/CA5GCbPjOcj/>.

 
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