#i2amru (I, Too, Am Reinhardt) Volume 1 Number 1 | Page 38

(Photos courtesy of Jacob Howard) Once students get past elementary school, picking up their old Gameboy Color suddenly becomes a lightning rod for bullying in their minds, and so it’s left to gather dust in the closet for years. Some people eventually escape this phase entirely--or at least mostly-once they get to high school, but some retain this mindset throughout their college careers regardless of whether they want to or not. Whether it’s in the form of a Legend of Zelda T-Shirt, or seeing two students trading Pokémon in the Lawson/Tarpley lobbies, seeing others sharing their love of video games in a public setting might just be the confidence booster a closet gamer needs. These gamers may not feel they’re alone anymore, and, perhaps best of all, they could form friendships that will last a lifetime. If they decide to get back into playing video games casually, they might hide it away in their dorms at best, or at worst become the very bullies they once feared. Who knows? They might even find themselves someone to share the rest of their life with as well. These are some lofty possibilities, mind you, but judging from the number of Nintendo backpacks and merchandise that can regularly be seen on campus already, this very well could have already happened. In the spirit of I, Too, Am Reinhardt, this shouldn’t be happening. Instead, these people should feel encouraged to be who they really are on the outside as well as on the inside. While this may not seem to be related to issues of racial and ethnic acceptance, or acceptance of various sexual orientations, on campus, it is still important to let these student--or even faculty— gamers know that it’s perfectly fine to let their hobby be known to the world, or at least to the campus. 38 Now that the problem has been addressed, how can we find the solution? Is it even possible to undo years of feeling ashamed for loving virtual entertainment? To put it briefly, it is--but how, exactly, is a potentially complicated process that no one can regulate: Let them see others share in this hobby publicly. While Reinhardt’s gamers may not exactly fall under the typical definition of a community, it is a thriving one without a doubt. Bonds are forged, friendships formed, and well-thoughtout discussions are made daily due to the great influence of video games. Though it is arguably one of the biggest communities on campus, it is also undoubtedly one of the most invisible. Despite this, one can find an almost surprising number of XBoxes, 3DS’s, or even mobile games on cell phones being played daily across campus by people you might not expect to enjoy such forms of entertainment. Where does the future lie for a group with no official membership or well-known local clubs? Luckily, the answer is looking nowhere but up for the gamer community for as long as a single video game is played on these grounds. 39