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Gaming Blurs Line Between Real Life and Virtual World

Ankara: Video games were once considered light entertainment or child's play, but today they're cultural institutions shaping careers, social habits, and even psychological well-being. With augmented reality, the metaverse, and virtual platforms growing rapidly, the divide between gaming and real life is narrowing, and experts say the shift is just beginning.

According to Anadolu Agency, Eric Barone-known as ConcernedApe and the creator of the indie hit Stardew Valley-started developing games after earning a degree in computer science and struggling to find work. Influenced by his childhood favorite Harvest Moon, he released Stardew Valley in 2016. Barone described gaming as a "comfortable escape" for people overwhelmed by daily life and noted that "as the world gets crazier and crazier," the demand for such escapes keeps growing.

For Jann Mardenborough, gaming became a profession. He began playing Gran Turismo at age 7 and eventually won the GT Academy, a competition which turned gamers into real-life drivers. His gaming skills landed him a professional racing career. Mardenborough stated that his journey required "an obsessive level of determination," especially as a pioneer. He believes that those who follow will have an easier path since the pathway from games to sports has now been proven.

As virtual reality and augmented reality become mainstream, the difference between games and real life continues to erode. Some games, initially designed as stress relief, now cause stress-yet many still prefer them over daily responsibilities. Mardenborough emphasized that gaming should not replace real-world experience but can complement it, describing games as tools for entertainment or skill development.

Research psychologist and author Rachel Kowert noted that gaming began as simple entertainment but has since evolved into a dominant cultural force. She highlighted games like Pokemon Go, which incorporate augmented reality to blend gaming with real-world experiences. Kowert described games as a "cultural touch point," shared "across generations, across groups, across communities," reflecting the scale of the shift as roughly one-third of the global population plays games.

Barone expressed concern about the erosion of the boundary between digital and physical life, warning that doing everything through screens "without real human interaction" can have negative social effects. While not advocating for people to abandon gaming, he urged reflection on what these experiences are doing to individuals.

This is the first story in Anadolu's five-part series "From Entertainment to Addiction: The World of Gaming," which explores how video games are evolving, the psychology behind their appeal, and the consequences for real-world behavior and connection.