Video Gaming: Enemy or Ally?

Over the past several months we have been isolating, confined to our own houses and yet, in some ways we have never been so connected to each other. Through our friends, families and communities we have sought companionship, strengthened our solidarity and remembered how to truly appreciate the people in our lives.

That connection was enabled thanks to the wonders of modern technology; the digital devices we have become more and more reliant on. Without the regular video calls with my friends, the stream of Netflix and the endless scrolls through my social media pages, I think I may have gone insane. Yet despite the desperate urge to stay connected to one another, to have interesting conversations about anything but Covid with as many of our loved ones as possible, why have we been filling all of our video calls with quizzes for the past 3 months? Not that quizzes are a negative thing- trust me, I bloody love a good quiz but does that not suggest that centring organised fun within social situations is the key to a successful digital interaction? 

By having a focus point like a game to engage with, I have realised that it does indeed create opportunities for genuine conversations, as opposed to forced chit chat. We’ve all been in a group video call where one person initiates the conversation with “so, how is everyone doing?” which forcibly limits the response of “yep, good thanks” not just because it’s the only socially accepted answer but because otherwise, you just have chaos. So, a quiz makes perfect sense! It creates purpose, it provides a great conversation starter and further direction for the conversation. It doesn't even matter if the conversation dies off slightly because you can just restart it with “okay, question 10”. It really is a great way to combat the stress of a video call. The thing is, even though the quiz has only recently become a popular strategy for successful virtual interactions, video gamers cracked that code a long time ago. Joining a game on a device like an Xbox or PlayStation with likeminded people and having the headset to chat to all of them, sounds pretty similar to our set-ups. Interestingly though, even with traditionalists turning to digital devices to socialise in this unusual time, even with our awareness of the organised fun at the centre of our social interactions and even though video gaming has existed through digital devices, as organised fun for years now, unlike the weekly quizzes, video gaming is a highly criticised past-time. I think I smell hypocrisy!

Undoubtedly, the gaming culture is often perceived negatively. Stereotyped as anti-social, mind-numbing and even childish but why has something as simple as people joining together to socialise via an xbox game for example, gained such negative connotations? There may be a few reasons for this. With 68% of gamers being aged between 16-25 years old, it is heavily dominated by the younger generations, who may have grown up more accustomed to technology. Hence, why older generations, particularly parents tend to justify their dislike for gaming with “it’s just not the same as socialising in person, go get some fresh air.” Ironically, many parents have become those eager quiz enthusiasts who have been scheduling them every Friday and I can hear them now saying  “well, at least with a virtual quiz you’re being academically challenged and gaining knowledge on a wide array of subject areas.” And my immediate response would be...really? I think it’s safe to say that learning how many hearts an octopus has or what the most popular flavour of crisp in the UK is, was about as useful as learning trigonometry in school. (FYI Octopuses have three hearts and the flavour is cheese and onion.)

Another group of people that tend to also be against video gaming as a hobby, is women, as sadly, it is heavily dominated by males therefore in its exclusivity alone, the dislike of the culture is justified. The gender exclusivity of video gaming is another article entirely so I’ll save that topic for a rainy day. Finally, another gamer’s enemy are psychologists; the research focus of video games tends to be around the damaging effects relating to violence, addiction, lack of social developments or an escape from reality- like a grass is greener in the virtual world scenario. 

No doubt there is a lot of toxic masculinity, sexism, abusive language and much more negativity created and encouraged in the lobby chat of these popular games, noticeably even in the games themselves. So evidently, I should be waving my white flag for my counter argument at this point as I can fully understand why gaming has the reputation that it does. Even from a personal perspective, I have spent many a night’s sulking because my boyfriend would rather spend hours on his Xbox with “the boys”… I’ve then tactically attempted TikTok’s naked challenge, pathetically failed and then sulked some more.

Yet, I do believe that video gaming is an extremely misunderstood hobby and despite the irony that this is being explored from the perspective of the needy girlfriend, aka moi, I think I can share some interesting ideas from the outside looking in, to the digital world of gaming. Plus, writing an article that disagrees with accepted social ideas is way more fun. 

It may not be a game of chess, nor the learning of an instrument but gaming does develop skills; problem solving, team work, communication skills (swearing and insults aside) and you never know, strong, mobile finger muscles may come in handy one day. I know it may seem like I’m trying to get blood out of a stone with this argument but genuinely, there is a lot to say about the positive impact gaming has on a player's self-esteem, confidence and stress levels. I bet your immediate response is, how is pretending to kill people in a war-based game stress-releasing? I believe that having the temporary ability, (emphasis on the importance of temporary), to pause reality and any stressful thoughts or feelings alongside it and enter into a simpler, virtual world, is a great tool to combat stress. The characters are empty, emotionless graphics that are completely controlled by the player and unlike the many complexities in the real world, there is one simple focus when in game mode; to win. 

By achieving that goal adrenaline and endorphins are released in the body which have the capacity to produce positive thoughts and feelings. That happier mental state can then transition back to reality, to support through any real-life stresses. Obviously, the same can be said for losing a game, any anger or disappointment may also transition into the real world and have a negative impact on a person’s mental state. But if we focus on the positive impact gaming can have, it is interesting to think about how the bridge between online and offline living can affect stress, self-esteem and confidence. “Playing with real life friends has allowed players to transfer positive gaming experiences into real life...Players are then able to transfer in-game accomplishments and status to their real-life networks of family and friends” (M.Jones, 2014). So, in essence, by playing with friends online, players have the opportunity to use any success to build confidence and self-esteem offline. If gaming becomes a passion for someone, their virtual success may even be the source of their real-world confidence, particularly amongst friends with that shared passion.

However, I think the main motivation for a lot of people switching their console on in an evening, is the desire to socialise. Much like the weekly quiz, of course there is enjoyment in the playing but more so, it facilitates socialising with friends or acquaintances. Whilst understanding this motivation, I believe that gaming could be used to battle against the overwhelming societal issue of mental health within men. During a poll, 40% of men said they wouldn't talk about their mental health and as 38% of males in the UK regularly play video games, it seems that theoretically speaking, there is an opportunity to use that hobby as a tool. As I have already mentioned, gaming can be stress-releasing, self-esteem and confidence boosting which are key factors of a positive mindset. Further to this, I think that the game, the lobby chat, the union of friends enjoying this shared interest, is a comfortable space to build companionship and to communicate; two more benefits for a healthy mental state. Of course, I’m not suggesting that the gaming space should be taken over as a therapeutic session for offloading thoughts and emotions but the format and opportunities created in that space shows potential for impactful interactions. 

The first issue with this idea is that gaming for most people is exactly that, a game, a hobby, a way to destress, have fun and socialise so even though it may have the capacity to be used to address mental health issues, should it be manipulated in that way? Secondly, within the social sphere of gaming, there is an accepted level of “banter” between players. Or a less polite way of putting it, players enjoy ripping the shit into each. The world of gaming, initiates and provokes toxic masculinity and because that culture encapsulates what gaming has become, it is quite hard to detach it. So even with the animosity that exists with an online profile, the built-up self-confidence, the companionship and with the focus point of the game, does toxic masculinity within gaming obstruct its capability to improve mental health in men? Not necessarily- as an outsider being overly analytical, I think comparing an interaction to an ideal, theoretical scenario is far too easy. Thinking psychologically, one of the complexities of toxicity includes the fact it is bad but it can feel good. So, this banter might be called toxic and viewed negatively but actually, humour builds resilience which is a vital quality to develop, especially during the current climate. Or in human terms, by having a laugh with your friends with light-hearted banter is actually the best support system. It is a covert, indirect means of building qualities such as trust, friendship and happiness without exposing vulnerability, all of which are necessities to a healthy mental state.

Ergo, putting theory to the side and thinking experientially, from sitting on my sofa hearing glimpses of conversation, it may sound like banter (sometimes more like abuse) but more so, it sounds like genuine happiness. I’m not going to pretend like I have always nor angelically continue to support hours upon hours of Xbox time, but overtime, lockdown made me realise it’s value. “Men, in comparison to women, typically have smaller social networks and less frequent exchanges of social support with family and friends (Fuhrer & Stansfeld, 2002Liebler & Sandefur, 2002).” So, whilst I know I would happily have endless video calls with my friends and family, as a woman, I think I find it easy to do that. Meanwhile, my boyfriend has very rarely video called his friends during lockdown, why would he when he can talk to them over a game of Warzone? With gaming therefore being his main source of socialising during lockdown and I can imagine that being true for many male gamers, I think it deserves some recognition as a positive, important tool rather, as I should call it, a hobby. Therefore, during this unusual time of surviving not thriving, we need to stay resilient and utilise the resources we have around us, even if those resources are somewhat problematic. So put your quiz notes down, grab yourself a controller and let’s play. Unless you’re a woman of course, we’re “not allowed to play” (she opens a can of worms ready for part 2). 


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Written by Charlotte Coleman

“Theatre and performance graduate from the University of Bristol, class of 2018. Now working in Student Recruitment and Outreach whilst attempting adult life in the big city of Brum. I am probably that person that takes life too seriously but I love creating, debating and discovering new things about myself. All of which I hope to overshare about in lighthearted but hopefully relatable writing.”

OpinionJessica Blackwell