The Club for Studies of Interactive Media: More Than Just Playing Games

The Club for Studies of Interactive Media: More Than Just Playing Games

Photo by Maureen White

Article by Maureen White

Gaming is a hugely popular, yet hugely misunderstood entertainment medium. In a society that still perpetuates the stereotyped image of a “basement-dwelling” gamer, clubs like the Willow School’s Club for Studies of Interactive Media are more important than ever in fostering a welcoming and judgment-free environment for fans of video games. 

For many students, the Club for Studies of Interactive Media is the first of its kind at Willow. “I think the reason there hasn’t been a club like this [at The Willow School] is because a lot of gamers don’t feel like it’s encouraged socially to talk about a ‘nerdy’ interest,” says club officer Jace Daley. 

The reason she and fellow club officer, Gardner Spitzer, felt inspired to start a “gaming club” at Willow?   Loneliness. 

“I felt like too frequently I would see people sitting alone at lunch, not having anyone to talk to,” Daley said, pointing out that these lunchtime loners would often spend their lunch hour playing video games by themselves. Loneliness and social ineptitude are traits commonly associated with gamers by those unfamiliar with the digital subculture, but as a gamer herself, Daley recognized that when it comes to socially isolated gamers, what needs to be addressed is the isolation, not the gaming. “I knew I could make a change and establish something good for the community here at Willow. I think this club is a great way to bring people together.” 

The Club for Studies of Interactive Media now holds meetings on Fridays during lunch in room 325. Club meetings are open to seasoned gamers, casuals, and even those who have yet to pick up a controller. “We want to make a welcoming environment for anyone interested in games,” said Spitzer. 

Club activities include playing games, of course, on a selection of multiple monitors and consoles provided by officers, members, and sponsors, as well as intellectual discussion. “We ‘study’ by doing more than just playing games–we talk about them, sharing our ideas and thoughts on genres, publishers, graphics, and all the specifics that come with gaming and its industry.” Spitzer also hopes to take a look at more things that fall under the category of “interactive media” and hints at including virtual reality (VR) in the clubs activities and discussions. 

Future plans for the club include Super Smash Bros. Ultimate tournaments, discussion days, and possibly the formation of a Willow ESports team which club sponsor Coach Walther is sure the school will be amenable to. Though the Club for Studies of Interactive Media is still in its infancy, the club boasts 77 members on Google Classroom, as well as extra monitors and a redesigned space by Daley and Spitzer to alleviate congestion in the relatively small room 325. 

The most popular game in the club is definitely Super Smash Bros. Ultimate, but meetings are all inclusive, and attendees are encouraged to discuss, recommend, or focus individually on all genres and consoles. Whether you’re looking to school some classmates in fighting games, or if you prefer to abstain from competition with a good ol’ visual novel, attending the Club for Studies of Interactive Media is a worthwhile way to spend your Friday afternoon. 

As the club continues to evolve in the coming quarters, it’s sure to continue welcoming new members and slowly but surely working towards breaking stigmas about gaming communities. “Activities, sports–whatever you want to call it–they give people confidence,” notes Coach Walther. “We, societally, are still working on breaking down that negative ‘gamer’ stereotype. As game companies continue to make games more inclusive, we’ll continue to see that reflected in the club.”