A Sociological Look Into Gaming

In: Social Issues

Submitted By xxsudsyxx
Words 737
Pages 3
This week in entertainment: urban warfare, the supply and demand of narcotics, nudity, and a lengthy list of miscellaneous indecencies brought to you by both a critically acclaimed TV series and a video game. However, despite the similarities, the difference between the two is a simple one; the Boardwalk Empire is a lauded TV drama, while the release of Grand Theft Auto V has been shrouded in negative reactions from the media and parents alike. Although video games have become a societal norm, with 58% of the American population identifying as a member of the gaming community, they have also become a highly divisive social issue. This can be seen in the comparison of the coverage the game has received. The Toronto sun’s Tech Gaming columnist Steve Tilley covered the release with an article entitled “5 ways ‘Grand Theft Auto’ has changed videogames”. As a voice for the gamers, the article highlights everything about the game itself; the $265 million that was spent to develop the game, the five years it took, and the $6 billion it is projected to earn during the first six months. In contrast, CNN’s Doug Gross presented the same data, but followed the bare tech facts with an examination of the associated controversy and social problems that have come along with it. These two media outlets and their writers serve to show that while Boardwalk Empire has been gifted the golden ticket to be edgy without fault, the double standard whips back around to corner the video game industry for everything perceived to be wrong with society. I have always been a gamer, so encountering the stories the foist blame on the gaming industry for violent children or other influences on their social development is a sensitive topic for me. I have personally played the GTA series, and it has never influenced personal choices in real life, such as stealing a car or shooting a random civilian.…...

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