Individuals from all over the world play online games to connect with others in digital settings. For many, these digital settings exist as an escape from their real-world issues and/or busy schedules. They are places in which players can experience the thrill of being somewhere or someone totally different from what they’re used to in their daily lives. Whether the game takes place in a torn-up dystopian environment or in an immediately recognizable modern setting, players are able to deeply immerse themselves for the duration of their playtime. Ideally, an online gaming community is a place where people, despite their differences, can come together to share in a universally good time—to talk to others while working toward whatever the goal in the game they’re playing is. Unfortunately, online gaming is not such a black and white ordeal. In Deviant bodies, stigmatized identities, and racist acts, Kishonna Leah Gray-Denson writes, “Video game culture has evolved from a simple entertainment outlet into a massive mediated environment catering to a variety of users beyond gamers. This trifecta of video game culture constitutes the multibillion dollar industry that video game culture has become.” (Gray, 261) The gaming industry in today’s world is viewed, in turn, not just as a basic producer of entertainment but a thorough process of media usage and development. This inevitably impacts the way online gaming in particular works.
Due to the simple fact that thousands upon thousands of people play online daily all over the world, online gaming has become increasingly diverse as well as a topic of discussion amongst many. While this is far from a bad thing, there are those within gaming communities determined to ruin the experiences of others simply because they’re different from the typical norm. Whether it be that they are people of color, LGBT, women, disabled or otherwise distanced from the picture of what certain people believe to be a true “gamer”, they’ll be met with discrimination at the hands of the ignorant. This ties into further issues surrounding online gaming, as well. Intertwined with the sexism, racism, homophobia and transphobia which tends to plague online gaming communities is the issue of gatekeeping. There have been several instances of players—for whatever vastly different and usually trivial reasons—believing they are inherently better than others and, therefore, think they get to decide who does what and where inside of digital, interactive places. This is an issue which doesn’t only exist in gaming communities, but in those surrounding t.v. shows, movies and books, as well. There are those just trying to have a good time and possibly even get to know people who are met with the incessant use of slurs and/or personal attacks directly related to the tangible aspects of their identities. This transforms online gaming communities from places of joy to places that induce discomfort and internalized invalidation. I think it’s up to those willing to make a difference to help decrease this damaging form of harassment so that online gaming can truly be a place of inclusion, joy and understanding for those involved.
Works Cited
K.L. Gray (2012): Deviant bodies, stigmatized identities, and racist acts: examining the experiences of African-American gamers in Xbox Live, New Review of Hypermedia and Multimedia, 18:4, 261-276