Social Gaming: Playing the Crowd
The term social games has come to refer to games, specifically made for, and profiting from social network sites such as Facebook (Learning materials, 2015). However, social games donât just begin and end with games on social networking sites. For years, people have been coming together online to live out a fantasy and co6mplete quests together, in games such as; world of war craft (IDG staff, 2008) ad EVE online, which is a spaced themed massively multiplayer online game (Zwart & Humphreys, 2014, p.77). However social that these games claim to be, one has to wonder how they can affect people in their real life social interactions?
Gaming addiction and their social consequences
Gaming addiction can affect anyone, at any time. People who become addicted to the games that they play will often chooses those games over interacting with the people in their lives, which can have serious consequences. For example, videogameaddiction.org (n.d) explains that lack of social interaction that results from online gaming can hinder people developing essential social skills, often more time than not with a 21 year old adult, with the social skills of a 15 year old teenager who struggles to make friends and real connection with other people. Not only are there social consequences to these games, but financial ones as well. According to think gaming (as cited in Fosterm 2013) candy crush make an estimated 400,000 pounds (approximately $776, 000) a day from their players. In the video titled âfat guy spends $380 on CANDY CRUSHâ(boogie2988, 2013) an overweight guy is approached by his sister after she discovers that he was spending too much time on candy crush, the video ends with the man throwing a tantrum. Although the vide is apparently fabricated (Francis is a YouTube sensation, who does many videos) the issue that it represents is real, there is no doubt many people in the world, who would live like that, with their entire lives on the computer, in their gaming worlds. (Link to the video is in the reference list).
All though they are negatives to spending so much time on online games, there are benefits too. Many believe that online games can actually improve social interactions, increase reflexes and improve learning. Bowen (2014), explains that a study found that playing simple games can improve a players' mood, promote relaxation and ward off anxiety. Bowen (2014) also noted that multiplayer games become social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group. The games that these people play with others, encourage cooperation are and means the person is more likely to be helpful to others. McMahon (as cited in ecu, 2013) also praises the social aspect of gaming. He states that âGamers are reaping the social benefits when their friends come over and they play computer games together. Theyâre often strategising, managing complex tasks and forming and managing teams,â (as cited in ecu, 2013).
What are your thoughts on social gaming?
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Boogie2988, 2013, Fat guy spends 380 on CANDY CRUSH [Video], youtube,9 July, viewed 1 February 2015, https://www.youtube.com/watch?v=KYRcAKYYEG4
Bowen, L, 2014, Video game play may provide learning, health, social benefits, review finds, American Psychological Foundation, Vol 45, No. 2, February, viewed 1 February 2015, http://www.apa.org/monitor/2014/02/video-game.aspx
Ecu, 2014, Hidden benefits of computer gaming, Edith Cowan University, 11 December, viewed 1 February 2015, http://www.ecu.edu.au/news/latest-news/2013/12/hidden-benefits-of-computer-games
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IDG Staff, 2008, The 26 best role playing games ever, tech advisor, 22 November, viewed 1 February, 2015, http://www.pcadvisor.co.uk/news/game/107327/the-26-best-role-playing-games-ever/?pn=8
Swinburne Online, 2015, Week 10: Social Gaming: Playing the Crowd , MDA20009, Digital Communities, learning material on Blackboard Swinburne Online, viewed 1 February, 2015
Video game addiction, n.d, Social Consequences of Gaming Addiction, viewed 1 February 2015, http://www.video-game-addiction.org/social-consequences.html
Zwart, M.D, &, Humphreys, S, 2014, The Lawless Frontier of Deep Space Code as Law in EVE Online, Cultural studies review, Vol. 20. No. 1, pp. 77-99