The rise of ‘gaming’ in Nagaland

Gaming enthusiasts in Junction 11 at Jail colony, Kohima. (Courtesy: Yangertemjen)

Imlisanen Jamir
Dimapur| March 8

“Whether we like it or not, video games have become an integral part of our lives”, says Sungjem Jamir, an engineering student and a serious gamer. Video games’ becoming a major part of the cultural discourse is not something new. In contrast to Euro American countries, this particular facet of ‘modern culture’ was quiet late to reach this particular part of the world. “The early 2000’s would be my best bet as to when video games (with the advent of computer games) started to command a large following in Nagaland”, states Along Pongen, the owner of an internet café and a gamer himself. 

A specific estimate regarding the effect of virtual gaming communities in Nagaland is difficult to come up with, since there has been no attempt to study this phenomenon. However, judging by the large number of young people in local gaming centers, it may be safe to assume that gaming has become a significant part of the young Naga. Along says that most of his customers are young boys from all levels of economic background. He adds that a lot of them spend an average of 7-8 hours every day on gaming. A majority of the gaming centers in Dimapur and Kohima reported an average of 7 hours of gaming that most of their customers indulge in. 

The Morung express asked a group of gamers about the effects that ‘gaming marathons’ have on their health. A majority of them cited feelings of being tired and exhausted. A couple of them  cited headaches and problems of eyesight, however none of them came out saying that it affected their urge to continue with the same exercise all over again. 

Studies show that too much of video games lead to social isolation, ADD, depression, psychological disorders etc. A quick survey of the different studies also shows incidents of violent behavior in children. Chris Watters, the creative director for gamespot.com, in a mail to the Morung Express conceded that certain side effects of gaming marathons are a matter of concern for the gaming community. However, he pointed out that “that there has been no conclusive study on the negative effects on gaming that can be accepted as complete proof.” 

Watters stated that efforts have been made by the website (which is one of the most popular gaming sites in the world) to create awareness for “responsible gaming.” On being informed of the gaming craze among a considerable amount of the Naga youth, he noted that “it is difficult for a society new to the gaming culture to moderate its actions.” He added, “I understand that gaming is relatively new in your state, hence, responsible gaming would require quiet sometime. 

The gaming community needs to mature to understand the various implications of video games; both positive and negative.” 

His statements turn out be quiet relevant while talking to a number of gamers in the state. Most of them have very little or nothing to say against video games. A majority of them seem to suggest that gaming is a social event as well as “an escape from the real world.” Lipokzulu, the owner of Junction 11, a gaming Lounge in Jail Colony, Kohima reiterates this point by stating that the “the idea behind the opening of his gaming parlor is primarily to give gaming enthusiasts a chance to come together” and “relax.” 

Sunjgem Jamir, the administrator of an online gaming group and a serious gamer himself however suggests that obsessive gaming can lead to adverse effects on a person. He adds, “When I say this, I am telling you with experience, that video games can be very destructive.” He states that young Nagas studying outside the state spend a large amount of time on games thereby neglecting their studies. These feelings are also reiterated by many parents who express concern over the obsessive gaming habits of their children.

A definitive conclusion is hard to make regarding the effect that gaming has on this relative new community in the state. A large majority of young gamers seem to take it as a creative virtual platform that does little if no harm at all. One might question the severity of this concern in the face of more pressing social and political issues in the state. However, concerns voiced out in other parts of the world suggest that serous note needs to be taken on the implication of this cultural phenomenon. More so because the implications would be on a society that is only of late engaging with technology and has yet to feel its effect.      

 



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