New discourse communities do arise every year. Gamer is one of the discourse community that I belong to. I can confirm that most of you guys do not really believe that gamers are one of the discourse communities. At the end of my discussion, most of you will get disapproved, and you will confirm that gaming is not only one of the discourse communities but also among the best that most will like. I will help you understand gaming throughout my discussion, and to enhance this, I will apply the six criteria that a discourse community should have. Indeed by the end of my discussions, you be pro for that gamers are indeed one of the legitimate discourse communities.
One of the important elements of gamers is the common goals that exist among the members. We do term the common goals that exist in gaming as '100 percenting,' and I can affirm the uniqueness of it important when it comes to fun. One of the main goals of gaming and which is an interesting part, is completing the game to its maximum point regardless of the time you may spend (Duncan, 2010). Therefore, one of the passions of gamers is playing the game to the fullest potential. Completion is one of the major objectives of gamers. The end result is the most interesting part of gaming and affirms the true passion of gamers. The achievements and possibly what we term as gamerscore of the community is what determines our goals as the members.
The mechanism of intercommunication among the members, which is the second criteria, makes gaming a distinctive community. Gaming has a unique means of communication and the effectiveness in it being one of the uniqueness. The articles and magazines concerning gaming are one of the communication that exists in gaming and game informer, for instance, is one of the magazines that are accessible to gamers (Marlatt, 2019). In that magazine, there is a discussion on many topics relating to gaming, and that means understanding the game only calls for reading and interpretation skills. The chat system is another means of communication that exist in gaming. All means propels effective communication for gamers.
Means of providing information and feedback is a participatory mechanism that gaming has. Out of all other discourse communities, I consider the participatory mechanism of gamers as one of the most in-depth one worldwide, and that is how it differs from other languages. Ideally, non-boring games involve its participants in actually playing the game, and gamers consider participatory mechanisms in gaming much interesting.
The kinds of genres that exist in gaming is what I will wish the outsiders who are possibly you to understand. Among the many discourse communities that you people know, gamers usually possess the widest genre. For gamers, they can be interested in any kind of genre, which actually, the widest existence of genres for gamers do favor the participants. The genre existing in gaming could include puzzles, action, and MMO's (Crawford, 2011). The genres in gaming are considered important in achieving the goals of the community as it provides many challenges which make gaming interesting.
Along with genres, there is also a sort of lexis in gaming, and gamers apply large lexis. Terms like AFK, MMO's, and many other acronyms are some of the common terms in gaming. The MMO simply stands for mass multiplayer online, which is one of the game types for gamers (Potts, 2015). The AFK usually means away from the keyboard. AFK is when a gamer leaves a computer to perform something else when playing in an online computer game, for instance, getting something to eat in case of hunger and picking a phone call when it rings.
Another distinctive characteristic of gaming is the threshold membership level that is required. Gamers should have a proper degree of expertise and relevant content. In the Gamers community, some of the members are considered as the experts of gamers, and it refers to individuals who come up with new games and engage in writing articles on games that have come out. They are considered experts because they understand everything in the Gamers community.
References
Crawford, G. (2011). Video gamers. Routledge.
Duncan, S. C. (2010). Gamers as designers: A framework for investigating design in gaming affinity spaces. E-Learning and Digital Media, 7(1), 21-34.
Marlatt, R. (2019, March). Fortnite and the Next Level Discourse: Understanding How Gamers Cultivate Pedagogy in Teacher Education. In Society for Information Technology & Teacher Education International Conference (pp. 1974-1974). Association for the Advancement of Computing in Education (AACE).
Potts, A. (2015). 'LOVE YOU GUYS (NO HOMO)' How gamers and fans play with sexuality, gender, and Minecraft on YouTube. Critical Discourse Studies, 12(2), 163-186.
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