Saturday: AcceptanceApril 17, 2010 at 8:47 pm | Posted in General | 1 Comment
Tags: hawley's stupid experiment
It seemed remarkably simple to just state: No computerised gaming for a week. But the reality is that my initial thoughts of pc and console were foolish, as computerised (as opposed to good old-fashioned board gaming, or wheel and stick gaming) is a lot more than Call of Duty and World of Warcraft.
It used to be that leaving the pc meant leaving the games. That without a cumbersome desk-bound bit of kit, there was no chance of computerised gaming. Suffice to say, this is not the case any more. For a start, there are more gaming options than ever before, ranging from the all-powerful pc, through mutliple consoles, down to laptops, netbooks, handheld games devices, and finally to mobile phones.
With them come a vast array of games and games styles. We are surrounded by gaming, at every point in our waking lives. And I’m sure someone will figure out how we can game in our sleep soon enough.
Gaming is also prevalent in society. It used to be that when the pc was switched off, all thoughts of gaming ended with it. Not any more. Not only are there plenty of mobile devices either designed to, or capable of, running games, but gaming has entered the public consciousness. Games get discussed socially, and by non-gamers. Take any two iPhone owners, put them in a room, and watch them compare and discuss the games and apps on their iniquitous little devices.
Boy, have games reached the public consciousness. I’m pretty sure that even 10 years ago the advertising campaign for a game comprised of adverts in games magazines and a website. Nowadays, it’s huge hype machines putting adverts in all sorts of magazines, multiple web-based campaigns, and even film-style trailer adverts on television.
We are surrounded by gaming, and this has surprised me. Going cold turkey used to be easier, as gaming was a niche endeavour for geeks only. But the geeky kids grew up, became part of general society by getting jobs, mortgages and kids, and the industry followed them.