Illustration: harry campbell
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Video games have long pushed hardware to new levels,
but they’ve also pushed the linguistic envelope, with
games and gamers constantly coining new words and
phrases. Way back on 30 April 1982, an op-ed piece in
The Washington Post ventured that “when the latest
monthly unemployment casualties are released, reporters
rush for reaction, not to the high-tech ‘Atari’
Democrats with their stated preference for the new
communications over the old compassion, but to the
enduring liberal, Ted Kennedy.” Senator Kennedy still
endures, and though video-game pioneer Atari’s star
dimmed long ago, this quote is most significant for
being the earliest known use of the term Atari Democrat.
This phrase—which referred to a Democratic Party
politician who was bullish on high tech—was hugely
popular in the early 1980s and may be one of the first
game-related coinages to hit the mainstream.
More recently, the release of the Sony PlayStation 3
(PS3) and the Nintendo Wii (pronounced “wee”) last fall
marked the official start of the war for supremacy among
the next-generation (or next-gen, as many hipsters now
prefer) gaming consoles, which also includes Microsoft’s
Xbox 360, released a year earlier. (The early winner in
the Best Neologism category is Nintendo, with its new
remotelike game controller, dubbed the Wii-mote.) And
with the availability of Microsoft Windows Vista and its
game-friendly software and hardware, 2007 ought to be
the biggest year in gaming ever.
But if you think video games are the sole province of
pimply, Jolt Cola–fueled teens, thumbs ablazing in dank
bedrooms and basements, think again. Video games are
increasingly being marketed to and, yes, played by,
adults. (These adults, not surprisingly, are on speaking
terms with their Inner Children, so folks call them
kidults, adultescents, or rejuveniles and claim they’re
going through a stage called middle youth.) Of course,
it’s only adults who can afford US $600 for a high-end
gaming graphics card and $5000 for a gaming laptop, so
commerce (as usual) is at the heart of much of this.
One indicator that video games are growing up is the
new academic field of ludology, which is devoted to the
study of all games, but video games in particular. Based
on the Latin term ludus (game), ludology covers not only
hardcore graphics programming courses for future game
designers but also sociological studies that examine the
impact of video games on the culture. Ludologists are
everywhere you look these days, with more than 100
campuses in North America alone offering some kind of
program in video game studies.
That adults are flocking to video games shouldn’t be
all that surprising, since gaming is, in the end, just
another form of escapism and there’s nothing grown-ups
love more than escaping the stress and routine of
responsible adult life. Some escape with a glass of wine
with dinner, others with whatever’s on TV. But for many
adults now, the best form of escape is a wild
first-person shooter (a game in which the player assumes
the perspective of a gunman) or deathmatch (a game in
which the object is to frag—kill—as many opponents as
possible).
For many people, nothing melts away their cares more
than fragging or gibbing (blowing to smithereens) a few
aliens. (Gibbing comes from gibs, the bloody bits and
pieces that explode on the screen when a game character
is hit with a particularly nasty weapon; the term is
short for giblets. Ugh.) These games are often thumb
candy: all hand-eye coordination with little strategy or
thought required.
Most game-playing adults don’t set up LAN
parties—gatherings where people bring their own
computers, connect them together into a local area
network, and then play games against each other. That’s
kid stuff. When adults want some pwnage (a deliberate
typo for ownage, complete dominance over a game-playing
opponent), they connect to an Internet service like Xbox
Live (http://www.xbox.com/live) and
get their MMORPG (massively multiplayer online
role-playing game) jollies there.
Not that gameplay is without its pitfalls and
detractors. Adults and kids alike have to watch out for
heroinware, extremely addictive online or computer
games. Then there’s the (adults only) phenomenon of
gamer shame, feelings of embarrassment or guilt caused
by an obsession with computer games. And as video games
elbow their way into the mainstream, expect to see
significant backlash as antigamers try to beat it back.
A good example is David Walsh, the president and founder
of the National Institute on Media and the Family, who
coined the word killographic—a play on pornographic—to
describe video games that are characterized by the
graphic depiction of killing or violence.
Still, video games are a multibillion-dollar industry,
and this juggernaut isn’t going to be slowed down by a
few naysayers and alarmists. Xbox Democrats? It’s just a
matter of time.