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posted by Fnord666 on Monday March 06 2017, @04:53AM   Printer-friendly
from the in-it-for-the-game dept.

A very interesting piece of long form journalism cum memoir about the way video gaming has subsumed and changed the way we live, interact, and think.

To the uninitiated, the figures are nothing if not staggering: 155 million Americans play video games, more than the number who voted in November's presidential election. And they play them a lot: According to a variety of recent studies, more than 40 percent of Americans play at least three hours a week, 34 million play on average 22 hours each week, 5 million hit 40 hours, and the average young American will now spend as many hours (roughly 10,000) playing by the time he or she turns 21 as that person spent in middle- and high-school classrooms combined. Which means that a niche activity confined a few decades ago to preadolescents and adolescents has become, increasingly, a cultural juggernaut for all races, genders, and ages. How had video games, over that time, ascended within American and world culture to a scale rivaling sports, film, and television? Like those other entertainments, video games offered an escape, of course. But what kind?

In 1993, the psychologist Peter D. Kramer published Listening to Prozac, asking what we could learn from the sudden mania for antidepressants in America. A few months before the election, an acquaintance had put the same question to me about video games: What do they give gamers that the real world doesn't?


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  • (Score: 0) by Anonymous Coward on Tuesday March 07 2017, @04:49AM

    by Anonymous Coward on Tuesday March 07 2017, @04:49AM (#475904)

    It was more of a commentary on the state of the world. Unless you derive happiness and satisfaction from napkin art, or some other outlet deemed more suitable or productive, then what is the point? If it boils down to personal happiness and fulfillment, then that is up to the person. To me a great video game is like a great book, and there are often things you can do in games that you simply can not do in real life.

    So you have a bias of physical matter vs. digital? My main point was that doing something productive in the real world is actually a bit prohibitive, and not everyone finds joy in calligraphy, woodworking, etc. If you can't hone a skill in order to actually be useful then all that's left is personal enjoyment / fulfillment. If you enjoy from gardening, do that. If you enjoy reading books, do that. If you enjoy playing video games, do that.

    Judging others for how they spend their own time is a silly exercise.