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Is Cozy Gaming Really Gaming?

Updated: Nov 29, 2025

Relaxation, comfort and non-violence - the pillars of the ever-growing cozy gaming phenomenon, but this is a long way from where things started.


While the foundation of computer games and simulations has been in development since the 1950's, the notable turning point in gaming history occurs two decades later with the creation of Computer Space - the first mass produced arcade video game wrapped in an iconically 70’s plastic casing. This, closely followed by Atari and their release of Pong, ultimately led to the birth of a financially booming and wildly competitive arcade industry.


Atari further influences the push to home consoles with the release of Space Invaders, Street Fighter moves aside for the rise of Mortal Combat and Super Mario Brothers just gets more and more spin offs… Over time, video games have found a way to continually excite and engage people from all cliques and niches. So why is cozy gaming suddenly so controversial?


If you yourself love the calming task of gathering ingredients or nurturing your farm to build a "totally ani-capitalist" empire, you may be surprised to find that many in the gaming community are of the opinion that this is not gaming at all. Why? Well one theory of mine is that this opinion simply stems from a deep-rooted misogynistic outlook within the gaming community. 


THE ONGOING NARRATIVE USED TO DISCOURAGE AND DISSUADE WOMEN FROM GAMING.

Let's face it, many of the themes that make up a cozy game, whether it be the soft art style, the slow calming music or even the tone of the dialogue, are all things society considers to be feminine, especially in comparison to a public voice chat on Call of Duty or Counter Strike. When women aren’t welcomed into these spaces without facing extreme and frankly uncomfortable amounts of over-sexualization and abuse, is it really any wonder that femininity and the themes it inspires are still being outcast? This theory does highlight one question though, why are new games bad and not, say, Pokémon?


In 1996 Nintendo introduced to the world ‘Pocket Monsters’ with two games released on Gameboy; Pokémon Red and Pokémon Green.  While the art style and game play of Pokémon has highly influenced many of the cozy games we know and love, the overall premise? Collect an arsenal of pocket monsters paying attention to their skills and weaknesses, then use them to fight the bad guys. This leads me to my next theory, perhaps ‘hardcore’ gamers just don’t like change. 


ID Software 'Doom Eternal'  |  Concerned Ape 'Stardew Valley'
ID Software 'Doom Eternal' | Concerned Ape 'Stardew Valley'

So, what are the themes of gaming?

Since gaming began, the premise has more often than not, centered itself around fast paced, violence packed, excitement. Is it possible that the real root of controversy lies in the community's resistance to new ideas and a change of pace? 


Cozy gaming, derived in itself from life simulation games, has been around for some time now. If relevance, popularity and profitability is in question, I ask you to think back to the year 2000 with the release of the wildly popular Sims franchise. Now a multibillion-dollar franchise, Sims invited players to slow down and smell the pixelated roses, providing an opportunity to revel in a simulated life unlike your own: decorate in ways you never would; master skills with little effort; and spend those simoleons like your life depends on it. The world is your oyster - within the parameters of EA's imagination that is.


In 2009 a whole new online community was formed with the release of FarmVille, who would have thought Grandma could have time to build a farming empire and hire staff between her daily 'pokes'. Fast forward to today with the introduction of Animal Crossing and A Little to the Left, not to mention the infamous Stardew Valley which has managed to rack in $236 Million net revenue as of 2025.


With numbers like that, why should the sub-community's place at the table be denied? Should everyone spend their time in a permanent state of stress, competing for the top score? Pouring hours into nightmare mode on Doom Eternal, reaching perfection on all game profiles, just to feel like they have 'earned their stripes'?


Gamer [noun]: A person who plays video games, role-playing, or board games.

The short end of it? Things change! People move onto new things, regularly. In fact, popular culture, and frankly game sales, depend on it. What was popular four decades ago cannot be the sole basis for enjoyment of the hobby now, and what is popular now could be nothing but a fever dream next week - sorry developers. Whether you came from Tamagotchis and Pixel Chix or your interest in video games was piqued by the Junimo's in Pelican Town, a game is a game. If you game daily, once a month or even just a couple of times a year, to us, you will always be welcome.


 
 
 

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