Hello Class,
For this week’s discussion the subculture that I have chosen is the gaming community.
Regardless of what type of gaming platform that is used, there is a community of gamers
consisting of all walks of life and age ranges. Over the years, gaming has become a big business
not just a past time. “Gamers” are people who dedicate their time and efforts to playing games.
Gaming has become a multi-million-dollar industry promoting new types of interactive gaming
experiences and through advertising and sponsorship of gaming events. With the increase in
demand for a newer and better gaming experience, big companies such as Microsoft and Sony
have been locked into a race to develop the next best gaming platform and experience. The
gaming culture will always be ever expanding and changing providing businesses with
opportunities to increase the appeal to the gaming world. As I have not played any video games
in some time, I never thought of the gaming world as a subculture. “Often we can’t clearly see
our own culture, precisely because we are so familiar with it” (Ferris, 2022).
I remember as a teenager people who spent too much time playing video games were
called stupid and only getting dumber for playing them. Now, teenagers get paid to play games
and compete professionally.
One of the biggest taboo’s in the gaming community is cheating.
Cheating and/or using “hacks” to enhance one’s gameplay is not tolerated by most people in the
community. Once a gamer has been caught cheating or labeled a cheater, the gamer is usually
completely shunned from the gaming community and exposed to the entire world.
References:
Ferris, K., Stein, J.
(2022-07-01). The Real World,
8th Edition. [[VitalSource Bookshelf
version]].
Retrieved from vbk://9780393887211