Official Blog Post #7: Social Gaming - Playing the Crowd
When I was ten years old, the girl who lived up the road from me was the first on our street to get a Nintendo 64 console. I would often find myself at this girls house after school (which I realize now must have annoyed the crap out of her parents), we would spend countless hours with our eyes glued to the screen and our hands tightly gripping the controls as we immersed ourselves in the virtual worlds of these games- Mario Bros was my specialty.
Although I would probably say that this was the peak of my gaming days and a far reach from the social gaming landscapes of today, it is still an interesting point for me to consider the evolution of the gaming world and how this has been changed even more by the introduction of online platforms- such as social media sites and how the affordances of these platforms have revolutionized the way in which we consider gaming and what it means to be a gamer in general.
One of these aforementioned qualities is the unprecedented level of connectivity that is experienced within modern gaming circles, in past times where gamers may have been limited by geography restrictions, social networking sites now limit or in some cases almost abolish these limitations entirely (Jenkins, 2009). This connectivity now enables users of online games to create gaming circles with people from all over the world, share their results, as well as tips or tricks they have learnt and learn from other members of the community (Zwart & Humphreys, 2014).
In past times, gaming participation was also highly restricted to users who invested in the separate consoles that allowed them to connect to these gaming communities- such as the Xbox, Playstation or Sega. Although in todayâs digital world, anyone with a working internet connection can involve themselves within these gaming communities and if the endless amount of request I get from Facebook friends requesting me to play Farmville or Candy Crush are anything to go by, then I think itâs a safe bet to assume that a lot of people are indeed active participants within these social media hosted game communities.
I think this shows how the affordances provided through social media sites have allowed for more and more people who may have been excluded from niche gaming circles in past times, whether it was due to not having enough interest in games to actually actively purchase the pricey consoles that were required or not being particularly technologically skilled enough to participate, have now been given a platform that makes gaming more accessible and appealing for everyone within online digital communities.
 REFERENCES:
De Zwart, M & Humphries, S, âThe Lawless Frontier of Deep Space: Code as OLaw in EVE Onlineâ, Cultural Studies Review, Volume 20, Issue 1, p.p. 77-99
Jenkins, H, 2009, Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, The MIT Press, Cambridge, MA, p.p. 5-6








