In the growth of the past 30-40 years, we have seen video games create a monstrous industry devoted to consumers. Esports have evolved to multi-million dollar competitions with such games as Call of Duty and Fortnite. With the continual innovation of this industry, it begs the question: Is this too much for the sense of a hobby. Controversies surrounding the genre have battled numerous health reports, in-house controversies such as sexism, over-worked employees, and even the attempt to define a video game disorder for those who play too much.
Although the sensible answer would be to use it in moderation, it can not always be the case for those who professionally seek a career either working to create or play these games for profit. Should excess playtime be reserved for those who profit from such avenues, or should they be held accountable for the same consequences?
Even if they were exempt from such scrutinies, what about those who grind their time trying to join them in the future? It can be possible that those who play excessively, have a chance (even if it's small) to become apart of the bigger leagues that choose advanced gameplay to turn profit for their hobby. If this was taken in comparison to other hobbies such as biking, dancing, gardening, basketball, crocheting, reading, and writing, (just to name a few) it would be taken with much more significance. I think what diminishes the quality of success in this industry, is the stigmas that surround the activity. Many outsiders consider it to be a childlike activity and/or a waste of time that could be used productively elsewhere.
As an avid gamer, I personally see most arguments stem to those of mainstream games that attract gamers with a sense of immediate gratification or intense gameplay, which is to say, there is an impatience to the satisfactory requirements they hope to receive when playing within just a few minutes. In addition to a gamer, I also find repose within writing, and to me, games serve as an inspiration through rich storytelling and character development. What goes unseen to those unfamiliar with the variety and diverse group of games present, is that there is a genre dedicated to intricate storytelling and extraordinary acting that reals in an interactive experience for a cinematic tale.
Although there may be questionable time used for a hobby seen as childish, it can serve a multitude of purposes for its audience, and can even be a therapeutic process for those who feel they need an escapism for the reality they face daily. I know from experience that through video games, you also encounter a community of people to befriend outside of the gaming realm, which foster stronger communication and heartfelt conversations. So before approaching an individual and assuming they are abusing video games for the reason of avoiding reality, ask them what purpose it serves them, and see if you can find common ground on the subject.
Do you think video games have taken too much of an expansive growth for greater consequences to follow, or do you think there needs to be more consumption for the betterment of escapism? Let me know below in the comment section!

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