
There are many participatory cultures which I am a part of, but one stands out in particular. Gaming is probably the largest participatory culture I am a part of. Through online gaming, I am connected with millions of other online gamers. Both myself and an opposing gamer may not personally know each other, but have much in common when it comes to gaming. We are on the same page as to the rules of the game, the controls of the game, and many other aspects. There is no need to teach my opponent how to play etc., as we both have the common knowledge required to play. When something is shared on a mass scale, we call it culture. If millions of people play online games, that is considered a culture. Video gaming is almost like a second life to me. When I turn on my Xbox 360, and sign on to Xbox Live, I am entering a new world, where I forget about all of life’s problems, and just have fun. Chuck Klosterman also feels this way in his book Sex, Drugs, and Cocoa Puffs.
“The sims is an escapist vehicle for people who want to escape” (Klosterman 13). When one plays any video game, such as “sims”, it is an escape into a different culture for that time being. I can play online with someone from China, India and Spain all at the same time. Our culture together is video gaming. On no other medium can this be achieved, as gaming does not require any communication. There is the option of chatting with others online, but it is not required to play the game. There is a common ground between my opponent and I, even though we don’t speak the same language.
Gaming is a multi-billion dollar industry, and has helped shaped modern American culture, essentially created a culture of it’s own. With over 200 million online gamers worldwide, the industry, and culture, continues to grow. Millions share a common interest, and millions more will join the trend.
Works Cited
"An Industry Shows It's Growing Value." Business Week. 12 May. 2006. 20 Oct. 2009.
Klosterman, Chuck. Sex, Drugs, and Cocoa Puffs. New York: Scribner, 2003.
"Online Gaming Industry Stats." Grab Stats. 2008. 20 Oct. 2009.
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