Conclusion

            So what has this study shown me?  First it showed me that the negative stigma associated with gaming might be overcome through participation.  Both of the non-gamers that were introduced to role-playing games came with pre-conceived notions about role-playing games that were negative in nature.  Once they had become part of the sub-culture, even if only for a short period, they had thrown out the bulk of their negative preconceptions and replaced them with a much more positive view.  This being said, they both held in reserve a small portion of what they had initially believed, stating that they could see role-playing games becoming bad if someone were to take it too far and lose themselves in it.

            Second I learned that experienced gamers tend to respond to questions about their community in a similar fashion, no matter where they come from.  The two people I interviewed locally responded to questions with nearly the same answers as people living on the other side of the country.  While each specific group has its own style, there seems to be an underlying set of feelings regarding role-playing and role-playing gamers.  What the reason for this might be I do not know.

            The final thing I learned through the course of this study is that it is generally agreed by gamers and non-gamers alike that the group dynamic and the relationships formed through gaming have the strongest appeal.  It is through these relationships that gamers seem to draw the most value and it could be that when the group dynamic does not work you begin to see issues raised by the detractors of role-playing games come out.  The research seems to indicate that the individuals who have been associated with gaming and consequent negative behavior have suffered from issues before they started gaming, but is it possible that through better inclusion into group dynamic that some of these problems can be overcome?

            Additional study in this area from a sociological standpoint is certainly necessary in order to better understand the way individuals are included or excluded from groups within the sub-culture.  There is also a greater need to see what sort of impact the role-playing gamer subculture has had on society at large and how the negative stigma associated with gaming can be reduced or eliminated.

 

 

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