Apparently the United States government, those who have been criticizing the gaming community for so many years, feels that they are perfectly within their rights to define what normalcy is for our community.
http://uk.gamespot.com/pages/news/show_blog_entry.php?topic_id=26256583
Trying to explain the gaming culture to a bunch of ignorant people isn't an easy feat, but for them to have the go-ahead to begin "researching" deviancy in a community they lack an understanding of is asking for massive political pandering.
My name pretty much speaks for who and what I am in terms of gaming: I actually study it. Yes, there are academics out there that actually root for the gaming community. I, for one, find this initiative distasteful. They are doing what is known in academic research as "data mining". Amongst academic researchers this is known as the intentional skewing of data to fit a certain build or theory. Here we have a classic case of it, and here's why.
First of all, it assumes that there is a normalcy that can be easily measured or defined within their research. Secondly, it also assumes that from this "normalcy" that "deviancy" can be picked out, and that ?detecting? it early will lead to preventing ?extremist? behaviour. Notice all the quotation marks I put in there? There are a lot more assumptions in their theory I don?t know where to begin. Do we even know if extremist behaviour shows up in the online world? Do we even know if the online representations of ourselves even amount to our actual personality? What about people who role-play, or pretend to be someone else (very much like an obsessive person) but clearly within the confines of the game? How do we know that the data is authentic, and observing a dispute between two players is not an inside joke? All of this speaks nothing of how they are even defining ?extremist behaviour? and how they are coding it, and detecting it.
But let?s go back onto the original issue here. Who are they to be in authority to even define normalcy? Does this notion of defining what is ?normal? for groups of people seem familiar to you? Do any of you remember the age of Rock? Or the baby-boomer generation? What happens when normalcy gets defined by an authoritative body, and starts calling out those who deviate too much? A word comes to mind which is control. To me, this seems like an inception of set behaviours for people to apparently abide by. They slap on some research methodology, give it a fancy name, and rationalize the hell out of their findings. What we end up with is the imposition of a specific type of gamer within a diverse community. Then people will begin feeling excluded because they don?t belong to the majority of ?gamers? according to this research, and that they are deviants. Rules and set behaviours will then be set down by an authoritative body for gamers to attempt to abide by.
What do you guys think? Do you think this will hold any water?
http://uk.gamespot.com/pages/news/show_blog_entry.php?topic_id=26256583
Trying to explain the gaming culture to a bunch of ignorant people isn't an easy feat, but for them to have the go-ahead to begin "researching" deviancy in a community they lack an understanding of is asking for massive political pandering.
My name pretty much speaks for who and what I am in terms of gaming: I actually study it. Yes, there are academics out there that actually root for the gaming community. I, for one, find this initiative distasteful. They are doing what is known in academic research as "data mining". Amongst academic researchers this is known as the intentional skewing of data to fit a certain build or theory. Here we have a classic case of it, and here's why.
First of all, it assumes that there is a normalcy that can be easily measured or defined within their research. Secondly, it also assumes that from this "normalcy" that "deviancy" can be picked out, and that ?detecting? it early will lead to preventing ?extremist? behaviour. Notice all the quotation marks I put in there? There are a lot more assumptions in their theory I don?t know where to begin. Do we even know if extremist behaviour shows up in the online world? Do we even know if the online representations of ourselves even amount to our actual personality? What about people who role-play, or pretend to be someone else (very much like an obsessive person) but clearly within the confines of the game? How do we know that the data is authentic, and observing a dispute between two players is not an inside joke? All of this speaks nothing of how they are even defining ?extremist behaviour? and how they are coding it, and detecting it.
But let?s go back onto the original issue here. Who are they to be in authority to even define normalcy? Does this notion of defining what is ?normal? for groups of people seem familiar to you? Do any of you remember the age of Rock? Or the baby-boomer generation? What happens when normalcy gets defined by an authoritative body, and starts calling out those who deviate too much? A word comes to mind which is control. To me, this seems like an inception of set behaviours for people to apparently abide by. They slap on some research methodology, give it a fancy name, and rationalize the hell out of their findings. What we end up with is the imposition of a specific type of gamer within a diverse community. Then people will begin feeling excluded because they don?t belong to the majority of ?gamers? according to this research, and that they are deviants. Rules and set behaviours will then be set down by an authoritative body for gamers to attempt to abide by.
What do you guys think? Do you think this will hold any water?