Social Implications of Video Games
Flew says that people are drifting away from the traditional mode of consumerism. He uses the term "pro-sumer" to describe the group of users who both consume and produce new media. These "pro-sumers" involve themselves in gaming communities in which online and offline spaces become merged and indistinguishable. Flew suggests that part of the appeal of MMORPGs lies in the idea of escapism, and the ability to assume the role of someone or something that is not possible in that individual's real life. To the player, his or her online identity may be more acceptable and desirable than their real-world identity. Flew refers to this form of hopping from one persona to another as "identity tourism". Players see their in-game personae as "theirs", whereas game publishers claim ownership of all in-game characters and property, leading to tensions between the two groups. In response to the perennial question of whether violent themes and action in video games correlate with real-life acts of violence, Flew argues that the research in this area is based mostly on a flawed cause-effect model of behaviour, and is often initiated in response to a moral panic.
See also: Video game culture
Read more about this topic: Terry Flew
Famous quotes containing the words video games, social, implications, video and/or games:
“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
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“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
—Marie Winn (20th century)
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