WP3: Games’ impacts on society and individuals

Rui Tang
Writing 150
Published in
12 min readApr 19, 2023

Rui Tang

Upon reflecting on my experiences with different games throughout my adolescence, I became intrigued by their various periodical influences on me. After researching, I found that analyzing games from a broader perspective that includes both individual and social aspects would be even more fascinating.

Let’s think more deeply; Games are more than just a form of entertainment; they have enormous power to shape how we perceive the world around us. The characters, stories, and actions in these games can mirror our desires, fears, and values in the real world. They can influence our beliefs, attitudes, and behavior, individually and collectively, in ways we may not even be fully aware of. In a world where technology is increasingly ubiquitous, it is vital to acknowledge the potential impact gaming affects on our society and culture. Understanding the complex interplay between games and individual or social factors helps us gain a more profound sense of identity in the power of games.

Beginning with the survey, An NPD poll conducted in 2007 found that 72 percent of the U.S. population had played a video game that year (Faylor). To be honest, I am so surprised by the data since it was a survey nearly 15 years ago. Looking back over the past decade, it’s evident that the popularity of games has skyrocketed, especially with the advent of new technologies and platforms. 2007, a year before the tech boom, a staggering 72% of the U.S. population reported playing games before the widespread adoption of smartphones and other mobile devices. It’s hard to ignore the pervasive influence of fun on our culture and society.

As with works of art, games can generate controversy and spark meaningful discussions. In this article, I will delve into the impact of three games, each of which holds an important place in gaming history. These games include GTA (1997), League of Legends (2009), and The Last of Us Part II (2020), each of which represents a milestone in the evolution of gaming. We can better understand these games’ impact on different generations and societies by analyzing them. These games offer unique perspectives on violence, morality, and societal norms. The effect of these various aspects may seem unrelated, but it is an excellent example of what games have given people both from a humanistic and moral perspective. They’re not right or wrong; it’s just a distinct comprehension that people endow them with. Meshing these influences can lead to a better understanding of the role of gaming in our lives and how it shapes our perceptions of the world around us.

In the Top 100 games list compiled by IGN, the world’s leading game review website, The GTA series took two slots, Grand Theft Auto: San Andreas at №66 and Grand Theft Auto V at №12 (IGN). “It tells a compelling, unpredictable, and provocative story without letting it get in the way of your self-directed adventures through San Andreas. It is one of the very best video games ever made” (Macdonald). It is undeniable that the GTA series has been an immense success in the gaming industry, with GTA V raking in a staggering 1 billion dollars within just three days of its release.

However, Taking a closer look at the impact of these games, spanning from the release of the first GTA title in 1997 to the unprecedented success of GTA V in 2013, for the past 23 years, the Grand Theft Auto series has allowed players to indulge in a virtual world where they can assume the role of hardened criminals and explore a world of good and bad possibilities. I recall my father reminiscing about the first time he played GTA in 1998, exclaiming how it felt like he was manipulating a living human being to become a god in the virtual world. The game’s impact was immense for its time, allowing players to drive cars through skyscrapers, ignore traffic laws, commit crimes with guns, and experience gangster drama like never before.

The game’s ability to depict detailed depictions of sex, drugs, and alcohol abuse, along with its violent and criminal elements, attracts a significant player base, drawing them to experience things that would be impossible to achieve in the real world. Thus, since the release of the first GTA game, it has been widely criticized for promoting violence, gore, and crime, with some labeling it as a “murder simulator” (Paez).

Although listed as an 18+ game and banned in some countries, it is impossible to entirely police teenagers from playing GTA or other violent games. It is full of fierce and bloody elements that affect teenagers’ physical and mental development to some extent. An international study conducted on more than 17,000 adolescents aged between 9 and 19 from 2010 to 2017 produced a correlation between violent video games like Grand Theft Auto and aggressive behavior (Draper). This has led to severe social Opposition and criticism, even lawsuits from many individuals and organizations for misleading teenagers. While it is true that teenagers need guidance during their growth period, I believe that the influence of video games on juvenile delinquency is not the sole cause. In fact, data shows that the juvenile crime rate in California decreased significantly from 1996 to 2004 (Puzzanchera), during which the Grand Theft Auto series experienced tremendous growth. My view may be partial, as many factors influence it, but I would argue that video game violence is not the cause of juvenile delinquency. Still, it promotes aggression in teenagers in a certain way. In my opinion, the growth of teenagers needs more attention from parents and self-control, rather than entirely blaming games, which are just a medium for entertainment.

But what is interesting is that, despite retaining its violent and adult elements in each generation, GTA has consistently exploited these elements to satirize society and social phenomena. GTA V is an outstanding example. With a scathing and cynical commentary on American culture, the game exposes the underbelly of the American Dream through its portrayal of Los Santos — a fictional city based in Los Angeles. The game’s portrayal of Los Santos is particularly poignant, showing it as a corrupt and violent place where the pursuit of money and power has led to the breakdown of society. This is reflected through the game’s giant billboards, ridiculous radio station jokes, and characters’ anti-social and anti-government lines.

One of the most compelling ironies in the game comes from a reality show in the mission, “Fame or Shame,” which imitates “America’s Got Talent.” The absurdity of the character plot is amusing, but the underlying message is that everyone on the stage is vapid, crude, and cruel. The show’s acts are portrayed as desperate, the lowest common denominator, and trite attempts at fame (Criddle). Behind the illuminated vanity Fair, famous stars on the stage take drugs and visit prostitutes, exposing the emptiness of the pursuit of fame and fortune.

Through these parodies, Grand Theft Auto V decries consumerism, self-obsession, and the pursuit of fame and fortune. The characters, plot, and city of GTA V are a broad and pointed satire of modern American capitalism, with a cruel irony that exposes the true nature of society. The game’s dark humor, biting commentary, and harsh criticism of society make players think critically about the world around them. I believe this is one of the positive effects a game that parents consider “full of mistakes” can have, like a satirical novel with a profound message.

In my previous discussion at WP2, I shared my experiences struggling with online game addiction. The formation of Internet addiction results from many factors closely related to the growing popularity of online games. With the advancement of Internet technology, players are not satisfied with the limited features of individual console games. Instead, many seek the thrill of virtual team-based gameplay, where they can collaborate with friends and experience more excitement. The history of game development highlights the evolution of game preferences. From the 1990s to the early 2000s, single-player games flourished. Still, multiplayer games have gradually advanced in recent years, becoming the mainstream of the gaming market, generating substantial financial profits, and maintaining long-term appeal to players. The most popular online games, such as Warcraft, Starcraft, Dota, Overwatch, Fortnite, League of Legends, APEX, and CSGO, gather millions of active players worldwide.

The increasing prevalence of prosperity has given rise to numerous significant issues. While the violent content often portrayed in first-person shooter (FPS) games like Counter-Strike: Global Offensive (CSGO) and Overwatch may be concerning, addiction poses an even more insidious threat due to its long-term and profound effects. A 2021 systematic review revealed that 3–4% of gamers worldwide were addicted to video games, with over 71% of these addicts engaging primarily in online gaming (Baruffati). This raises a critical question for readers to consider: What makes online games more addictive than single-player games?

As mentioned in WP2, although single-player games offer varying storylines and characters, I eventually grew weary of the solitude and the predictable endings they provided. That’s when I discovered the allure of multiplayer games, and I was captivated by the dynamic, cooperative gameplay they offered. Humans are inherently social beings, and this characteristic extends to our gaming habits. The camaraderie of playing with others can intensify engagement, making online games more addictive than their single-player counterparts. Beyond the entertainment value of the game itself, multiplayer games foster emotional connections among players, further solidifying their appeal. This personal experience, I believe, aptly illustrates the reasons behind the heightened addictive nature of online gaming.

Despite promoting violence, which can be considered a negative social impact, multiple and console games’ influences can be separated into many aspects, even giving a strike to the system of society.

A prime example of a detrimental consequence of addiction is the game League of Legends (LOL). Undoubtedly, LOL is an entertaining and successful game that popularized the MOBA genre, offering easy accessibility, short game durations, and an engaging professional gaming scene. As a Chinese national, I can personally attest to the immense influence of LOL in China, where nearly every young male I know plays it. During those fervent years, my friends and I often spent entire nights playing LOL, with daily school conversations revolving around champion strategies and gameplay tactics.

I was so addicted, but this game came out with something more serious collectively.

LOL, or other similar multiplayer games, have significantly impacted not only individuals but also China’s education system, which traditionally emphasizes diligence and minimal leisure time for children. Consequently, video games are often seen as a harmful distraction by Chinese parents. This widespread concern has led to countless parents fearing that such games could jeopardize their children’s futures. As a result, the Chinese government implemented strict regulations: “Minors under the age of 18 are entirely prohibited from playing online games from Monday to Thursday. On the remaining three days of the week and public holidays, they are allowed to play online games only between 8 pm and 9 pm” (Zhai).

From my perspective and authentic experiences, these regulations have done little to curb Chinese teenagers’ internet addiction, and students would find more creative or assertive ways to continue gaming. Deeper social issues rooted in the past 40 years lie beneath China’s internet addiction scare. Parental expectations, societal pressure, and intense competition contribute to the overburdening of young people. These teenagers have no way but to turn to games to alleviate the stress of academic demands and establish social connections that provide emotional support through in-game networks. Unfortunately, these online games are shunned by society not necessarily due to their harmful content but because they challenge the long-standing social structure in China.

Interestingly, online games like LOL offer a glimmer of hope for Chinese teenagers, as the popularity of professional gaming leagues inspires them to envision alternative career paths. However, the reality is that becoming a professional player requires much more effort than most realize, with only a minuscule fraction ever achieving such success. While pursuing a passion in a beloved field is commendable, it is crucial to recognize that the current state of Chinese society may not support this path as a viable means for teenagers to escape academic pressure and reality. I’ve often wondered why addiction isn’t such a big problem in many Western countries because teenagers in these places may have more ways to entertain themselves. This brings me to the situation, as mentioned earlier, of violence in games, which shows that the essence of the problem is not the games themselves, but the people who play them and the social environments in which they stay. The truth is that gaming can be a double-edged sword. If the balance between gaming and real life is not maintained correctly, young people risk spiraling into the abyss of addiction, violence, and so on.

Indeed, as the “ninth art,” games have emerged as a powerful medium of artistic expression, allowing creators to convey complex ideas, social issues, and abstract concepts. From Pac-Man (1980), which pioneered the inclusion of women in the target audience for action games, to Detroit: Become Human (2018), which delved into the morality of human nature by exploring the relationship between artificial intelligence and humanity, games have come a long way in reflecting the developers’ introspection and analyses of societal phenomena and ideas, either intentionally or unintentionally. As society progresses and public discourse expands, games have increasingly become a crucial factor influencing people’s psychological states and thought processes. By providing immersive and interactive experiences, games offer a unique platform for artists and creators to challenge perceptions, encourage empathy, and inspire critical thinking in players, thus enriching our understanding of the world around us.

In my opinion, The Last of Us Part II is a remarkable piece of work. Its detailed and extensive depictions of post-apocalyptic Seattle and Santa Barbara are stunning, and its engrossing battle, puzzle-solving mechanics, and narrative way are fascinating. However, the game’s portrayal of certain characters and its handling of the ending caused considerable controversy and dissatisfaction among players. This got me thinking about the broader topic of political correctness in games and how the representation of specific values affects people. In a way, the impact of the ideas expressed in this game seems to be the same as the issues above of game violence and addiction.

The Last of Us Part II has undoubtedly sparked various controversies, including the portrayal of LGBTQ+ characters and diversity. Some players argue that the game’s creators deliberately emphasized Ellie and Dina’s relationship to cater to LGBTQ+ groups. However, others applaud the Last of Us Part II not only for its diverse characters but for how the game portrays and builds them throughout the campaign (Byrd). While players need to approach a game without biases, it’s also worth considering whether game developers intentionally provoke controversies by incorporating sensitive topics into their narratives.

Another point of contention in The Last of Us Part II is the death of Joel, a beloved main character. Many players struggled to accept his demise at Abby’s hands early in the game. They felt uneasy playing as the character they perceived as the “enemy,” Abby, for a significant portion of the game. Additionally, some keen gamers questioned the logical coherence of Joel’s death. This raises the question of whether Naughty Dog, the game’s developer, deliberately killed off a character to make way for new ones or if the game’s plot drove this decision. Furthermore, the game’s marketing strategy has also been criticized for misleading fans in the trailers and promoting violence against women, which left many fans displeased.

As an interactive medium, games possess a unique ability to communicate ideas and values to their audience. Political correctness within games often entails the inclusion of diverse characters and perspectives, as well as the avoidance of offensive or discriminatory content. While these intentions are generally positive, they can sometimes lead to polarizing reactions, as seen in the case of The Last of Us Part II.

In conclusion, the impact of games on individuals and society as a whole cannot be underestimated. As an influential art, games strongly shape personal experience and social views. Using League of Legends, Grand Theft Auto, and The Last of Us Part II as examples, I looked at games’ positive and negative effects on all aspects of our lives. Some games are addictive, while others spark heated discussions about social issues, political correctness, and more. But in fact, the source of these influences is sometimes not the game itself but the consequences of how people and society perceive the game. The entire gaming community must recognize the impact of this powerful medium. For developers, their challenge is to strike a balance between creativity and impact. As gamers, we need to engage and understand these discussions and reflections so that games continue to enrich our lives and foster personal ethics and a sense of responsibility to respect diversity.

Work Cited

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Criddle, Mel. “GTA V: Commercialism and the Limits of Social Critique.” Media Mindwaves, 7 Jan. 2015, https://mediamindwaves.wordpress.com/2014/08/18/gta-v-commercialism-and-the-limits-of-social-critique/.

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Paez, Danny. “GTA Controversy Timeline: A History of the Series’ Outrages.” ScreenRant, 4 Jan. 2021, https://screenrant.com/gta-controversy-timeline-all-outrage-anger-explained-banned/#:~:text=The%20franchise’ s%20depictions%20of%20gun,controversial%20games%20of%20all%20time.

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