Narrative

Introductions

            As part of this study I performed four separate interviews.  All of the people interviewed were in their mid-twenties (except John, who is in his early twenties) and live and work in the same area.  The first two people interviewed were non-gamers; Stacy, a working student and David, an industrial worker.  The second two people interviewed were experienced gamers; Paul, a student professional and John, a professional.  All four of these people interacted together through the course of the study and were interviewed separately.  Each pair was asked a different set of questions and additional questions were used as required.

 

From the Outside

            Neither Stacy nor David had ever had any direct dealing with role-playing games when I first approached them about playing Dungeons and Dragons and eventually being part of this study.  The closest that either of them came to role-playing was that David had played numerous computer role-playing games at home.  I asked as to whether or not he had ever played them with others over the Internet, but he had not.  Stacy did not even know what a role-playing game was until I mentioned Dungeons and Dragons, and even then she just recognized the name, but did not know what it was exactly.

            When asked about what they knew about role-playing games or Dungeons and Dragons specifically they both responded similarly.  David said that he had heard that the game was potentially bad for those who played it.  His mother, who worked for a psychiatrist, had told him that the kids who played Dungeons and Dragons had lost their sense of who they were and needed a lot of help (he also implied that they had done some bad things, but wouldn’t elaborate).  Consequently he stayed away from non-computer role-playing games.  Stacy’s image of role-playing gamers was grounded in less certainly, but was definitely more certain in its imagery.  Her pre-conceived notion was that it was dark, depressing, devious and evil game played by  “sweaty, scary men in their basements alone.”  When I asked her where she had gotten such notions she wasn’t entirely sure, but remembered as a child her parents making her watch an episode of 60 Minutes that discussed the possible dangers of Dungeons and Dragons.  Both Sandy and David admitted that they had never met a role-playing gamer prior to me, as far as they knew.

            Once they had both decided to try playing, they were asked what had made them decide to give it a try and whether any of the things they had heard had influenced their decision.  Stacy had come to observe the game being played as part of a school project and the people who were playing convinced her to give it a try.  Any hesitation she felt was a little relieved in that there was another woman playing in the group.  If she had been the only woman she probably would not have played.  David said that he decide to try playing when two of his friends told him how fun it was and told him about some of the things that the characters did and went through.  He said that he had definitely been influenced by what he had heard prior to trying the game, it had taken him two and half years to finally decide to give it a try.

 

From the Outside Looking In

From this point David and Stacy had started playing with our group and even spent time with us when we were not gaming, but in the game store, talking about gaming.  The two of them participated with differing levels of understanding and eagerness and experienced different things while within the sub-culture. 

            Stacy was surprised by a couple of things when she first started playing with the group.  Her first thoughts on the game itself had to do with the seeming complexity of it all.  What did things mean?  What dice did you roll when?  How did the referee know what to answer when the players asked questions?  There was so much coming at her at the same time that she was a little overwhelmed. 

Instead of playing the next week she and I discussed the game and went over some of the rules and concepts.  We were joined sporadically by other local gamers who did not play in our group.  All of them were more than willing to answer her questions, often giving her a considerably more detailed response than she really wanted.  We talked the next day about the experience and she was amazed at the differences that existed between individual gamers and how they played. 

The two people that spoke with us the longest were almost complete opposites excepting for the fact that they were both gamers.  The first was practically a walking encyclopedia of gaming information and knew exactly how to use the rules to create a character that was near invincible, personal power being of the utmost import to him.  The second player was less concerned with power (often scoffing at the other gamer) and was more concerned with the imaginative and story oriented side of the game, politics and intrigue were what he liked in a game.  Stacy noted the differences and mentioned how she thought the first guy was a little over the top and was glad that he wasn’t playing with us.  Interestingly I’ve heard the “power” gamer claim that he only gets along with other gamers and have to wonder if the choice is truly his or if it has more to do with the way others perceive him as a gamer.

Having played with the group a number of times I asked Stacy how her perception of gamers had changed since she had started playing.  Her concept of what a gamer was had made a complete reversal.  The people playing were laughing and having fun in a well-lit area, not sequestered off by themselves.  The people playing were intelligent, friendly and encouraging, allowing her to look at their books and answering her questions.  These were friends playing a game, not a bunch of evil deviants preparing twisted plots.  When asked what she thought the benefits of role-playing games might be she said that there was the mental challenge, being part of a group and developing social connections with good people.  For possible negative aspects she listed the dangers it could posses for someone with an addictive personality and the fact that in time it could get expensive to play when you started buying all of the rulebooks, figures and dice needed to play, and especially so if you started playing multiple role-playing games.

David’s entry into the group was a little less confused than Stacy’s.  David had purchased one of the rulebooks so he could understand what was going on from the beginning and so he did not suffer the same sort of disorientation that Stacy had.  David proceeded to buy more books as the weeks passed by, wanting to learn more, looking for how the rules could be used to benefit him the most. When we discussed his impression of the game and the people playing it he said that he enjoyed playing the game, and that it was fun.  The people who played in our group seemed to be nice and pretty normal, but a number of other gamers that were in and out of the store were a little “weird.”  When asked what the difference between the two groups was he responded that the weird ones were the ones who just didn’t care what other people thought and that they pushed the boundaries of what people would consider normal, and that the people in our group seemed to know that it was just a game and that were more important things beyond it. 

When asked about the possible beneficial and negative aspects of role-playing games he said that he thought the games were mostly beneficial since they encourage teamwork and working with others.  Additionally they make you plan ahead and think about the future.  The only negative side that he could see was the potential for people to take it too far and to lose themselves in the game.

It is interesting to me that when discussing the positive and negative aspects of the game that they both gave similar responses to both questions.  The positive being seen as group interaction and the negative being losing oneself in the game.  Perhaps this points to the reason why some individuals do become obsessed and take the game too far or too seriously.  Perhaps these individuals are just that, individuals, people who don’t work well with others taken to the extreme

 

From the Inside

            When I first started talking to Paul and John about their experiences as gamers I focused on their initial entry into the gaming subculture.  Both of them had started playing as teenagers and both had faced resistance from their parents for religious reason.  Paul started gaming openly once he had turned eighteen.  He felt that he no longer had to respond to his parent’s displeasure at the idea since was an adult, but he did have to deal with some pressure from friends to not play.  He gave me an example of a friend who played having to stop because his girlfriend didn’t want him to play.  He said that that sort of pressure could be very hard.  John only played when his parents were out of town, keeping his hobby hidden from view until he moved out of the house.  The only encouragement they received in regards to role-playing games came from a close friend for Paul and John’s older brother.

            When I asked what had interested them in role-playing games in the first place, Paul responded that it seemed like a good for of “intellectual enjoyment.”  He had always thrived on games that required a lot of thinking, and role-playing, with its imagination intensive rules was something he could really get into.  John’s reason for getting into role-playing games was that there was no winner and they never really had to stop.  He had always played computer role-playing games and had been disappointed whenever he finished one.  He wanted the adventure to continue and the open ended format of traditional role-playing games allowed for that. But what has kept them playing for the past six years?  The answer they both had was their interaction with other gamers.  They made many friends through their gaming and enjoyed playing with different people.  Paul added that he also enjoyed the dramatic sense of the game, as if the game were just part of a large, never ending novel. 

When talking about the beneficial and negative aspects of gaming they both responded similarly; it was that you meet new and interesting people, developing close friendships, working with other.  Paul also mentioned that he saw it as a way for people to expand their knowledge base by working in different settings and learning aspects of the different worlds.  Both responded that the stereotype attached to gamers and role-playing games was a major negative factor.  I sensed that they didn’t so much view the unfavorable attention as a negative aspect, but more that people made these judgments without ever trying the game or talking to more than just a few bad examples.

When asked what they saw as the common stereotype of the gamer their answers varied a little.  Paul believes that most people see gamers as being geeks and nerds.  Many of the people who play might be classified as such without playing role-playing games, but the mere mention of Dungeons and Dragons sets off the loser alarms of most people.  John thought that most people viewed gamers as depressed cult members bent on evil.  The majority of people don’t understand what role-playing games are or how they’re played, and what people don’t understand they fear.

           

Other Observations

            Through the course of this study I spent a considerable amount of time observing and talking with other gamers on various subjects, including those that I referred to during the interviews.  Many of the people who I spoke with expressed opinions closely matching those mentioned by the four people I interviewed.  There were varying degrees of passion about given subjects, but the general answers remained the same.

            As a sort of control for the study I spoke with gamers on the Internet (traditional role-playing gamers who were on the Internet, not computer role-playing gamers) and found that their responses were also the same in general.  Frustration at stigmatization seems to hide beneath the surface of every gamer.  It seems to be something left unsaid until the topic is brought up, and then every gamer seems to feel the need to rise up and defend his/her hobby.  They point to a number of positive aspects that gaming has or encourages.  An article by Jason Ward titled “10 Things D&D Teaches Your Kids” (2000) summarizes these positive aspects as follows: creativity, curiosity, care, diplomacy, teamwork, virtue, tolerance, ingenuity, ethics and cause & effect (Ward).  When pressed on the possible downsides of role-playing games there was almost a universal acknowledgement that the game could be taken too far and that it was possible for an individual to get lost in gaming.  Many people said that they knew someone who’s gaming had caused real problems in their real life (examples were mostly relationship or fiscal in nature), but that they were the exception rather than the rule.

 

 

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