I have to admit that the first thing I thought after reading the first chapter was why is someone who is so obviously brilliant wasting so much time playing video games? The author missed the inauguration of the first African-American US President so that he could play the new Fallout 3 video game? Maybe there is something I am missing. Maybe I don’t understand what it is like to enter into the world of gaming and get lost there. This is my problem, though. I don’t want to get lost in the world of gaming, especially when that world might expose me to “watching a character close to you suffocate and die” as Bissell puts it (p. 13). I am willing to try a video game, I am willing to expose myself to something that I don’t understand and do not even enjoy. Yes, I will try to understand the world of gaming, but I will not applaud something that studies have shown increases social phobia, depression (something Bissell himself admits might have been exacerbated by his video gaming), anxiety and a host of other issues.
As the author puts it in Chapter One, “the game enables the experience, but it is not the experience” (p. 12). What is the experience? I am intrigued to find out. I want to play Fallout 3 just as much as I want to watch a horror film. That is to say, I do not want to play the game. What I do want to do is to get a glimpse of the experience. What do gamers experience when they play these video games? My limited experience is from childhood playing simplistic games in worlds that were not as graphic or as violent as the ones depicted nowadays. I still remember, though, experiencing a wide range of emotions in these pseudo-worlds. Anger when I would die, frustration at not being able to beat the level, ecstasy when I would beat a game. In fact, my first attempt at stringing together a jumble of curse words in a way that would sound appropriately violent was after losing a game of Zelda. I even threw my controller at the TV. I will never, ever forget that feeling and the guilt I felt for days after that. So I agree that the experience is larger than the game itself. What I want to know is what IS the experience and how is it affecting our generation?
Bissell touched on it in chapter two when he compared video games to horror films in that they are the “ultimate compulsion” (p. 30). People that are drawn to video gaming have been shown to have more compulsive behaviors to begin with. I never understood how my brother could lock himself into his room for days, literally days, on end to play a new video game. It truly was compulsive. Does compulsion breed compulsion? I certainly hope Bissell addresses this issue in the book.
Obviously, I am taking a different view than the author of the book. The author is largely interested in describing his gaming experience which I find fascinating. I have wanted to know what it is about the gaming world that some people find so fascinating. I am interested, however, in how the world of gaming affects the sociological world – the external structures of our society and of those who play video games. I am also interested in how this subculture of gamers affects our society and how it is affected by the society it is in. I really hope Bissell gets to this in the coming chapters.