Introduction

            Nearly everyone plays games in today’s world.  All cultures have played games for one purpose or another and many games played today can be traced back to antiquity.  Games range in scheme and grandeur from one-person games for entertainment such as solitaire or crossword puzzles all the way up to awesome spectacles such as the Olympics or any of the major sports.  Games are played for a number of reasons; entertainment, exercise, money, politics, religion and education are just a few examples.  According to Greg Costikyan in his essay “Understanding Games (2000),” the number two-entertainment business globally has been games.  In the last quarter century the American gaming industry (not including the sports industry) has grown from roughly 200 million dollars per year to eleven billion dollars (Costikyan p. 22).  With so much growth and such a strong position economically we have to look at what the social affects of the industry are.

Within the gaming culture at large we find the role-playing gamer sub-culture.  It is this particular group that this study will focus on.  As I will demonstrate later, for the last twenty years this group has been decried as following a path to drug use, crime, suicide and Satan worship by the media and conservative religious groups.  I believe that through better understanding of the sub-culture these assumptions will be shown as the unfair judgments upon of a particular group of people. 

Given that the gamer subculture has continued to grow from its population of roughly 300,000 in 1979 (Fine 1983 p. 26) to 5.5 million people in 2000 (Dancey 2000) it would be easy to suggest that role-playing games are more than a fad and that the unique subculture of role-playing gamers is one that should be understood and not simply maligned by those from the outside of the group.  This sub-culture is generally without representation and is often lumped in with other groups that are associated with the before mentioned problems, and will continue to remain so until role-playing gamers are given a voice.

            Through the course of this study I set out to better understand two different aspects of the gaming sub-culture.  The first was how people who had little or no contact with role-playing gamers perceived the members of the sub-culture and the games themselves and then how that perception changed following an introduction to the sub-culture.  The second thing I set out to understand was how role-playing gamers view themselves and other gamers as well as how they think those outside of the sub-culture view them and their games.  Through the study of these two areas I hope to foster some understanding of how to make the sub-culture easier to identify in a positive light instead of with the tremendous negative stigma that has been attached to it in some quarters.

            In order to address these questions I am using a focused look at a few individuals to explore the situation as a whole.  I will go into more detail about the people being used as a focus later in this study, but it must be kept in mind that with a small sampling there will be little in the way of new empirical evidence within the study.  While there will be some empirical data within the study, much of it comes from industry sources and will be identified as such.

            It is also important to note that I did not come by this subject randomly.  I consider myself a member of this subculture.  I have played role-playing games off and on since 1982 and continue to do so today.  My decision to pursue this topic largely stems from my desire to understand how society in general is completely unaware of the existence of the role-playing gamer subculture, or why what awareness they have is marred by negative connotations and fear.  While it would be easy for me to include endless pages of personal anecdotes from the last twenty years, I will refrain from doing so in order to concentrate on the observations made during the course of this study.

 

 

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