Online games in facilitating digital communities
Before I researched this topic, I knew very little about gaming. I always thought it was anti-social time-wasting behaviour of those who engaged in online games. However, research suggests that 55 percent of gamers play with others and that gaming is now recognised as a social activity (Crawford & Rutter 2007, p. 4). I can see that there are many benefits to social gaming including its capacity to bring people together.
Social computing is the social and interactive behaviour between computer users, includes social networking sites (e.g., Facebook) and multiplayer online games (e.g., fortnight). Although fairly new, fortnight is one of the most popular multi-player games at present and allows users to come together to fight off evil and fight off each other. Ertan & Medeni (as seen in EC JRC 2009) defines social computing as a âset of open, web-based and user-friendly applications that enable users to network, share data, collaborate and co-produce contentâ.
Some online games use the collaborative natures of gaming to structure the culture, norms and rules around how games are facilitated among users. EVE Online, a space-themed hugely multiplayer web-based amusement (MMOG), affords players a channel of correspondence with game managers and developers by effectively empowering player participation in game management (Zwart & Humphreys 2014, p. 77).
Online gaming facilitates digital communities because it brings people together through the value of shared experience. To form friendship and share interests with other users is what online gaming affords. Social media has enabled these connections to take place and grow through the now larger audience reach it provides. Social gaming is developing an important component in todayâs social media sites with social networking sites offering a place for online games to progress in the virtual medium. (Aburahmah et al. 2016, p. 72). Now with the facilitation of social media sites, online gaming is continuing to grow as an opportunity to engage with others through communication and discussions.
According to Crawford & Rutter (2007, p. 1),Â
âthough the origins of digital gaming can be traced back to the 1950s, it was not until the late 1970s and 1980s that digital gaming began to develop as a leisure activityâ.Â
But with the benefits of online gamily producing digital communities, there are always going to be risks. Some say that people become addicted to the games and it changes the behaviour in adolescents, making them angry and at times lashing out in violence. Research Internet gamers reported 40% of massively multiplayer online role-playing games users categorized themselves as âaddicted to the gameâ with one in six reporting frequent problems in life due to âFacebookâ use (Geisel et al. 2015, p. 2).
References
Aburahmah, L, AlRawi, H, Izz, Y & Syed, L 2016, âOnline Social Gaming and Social Networking Sitesâ, Procedia Computer Science, vol. 82, pp. 72-79, viewed 30 January 2019, <https://ac-els-cdn-com.ezproxy.lib.swin.edu.au/S1877050916300254/1-s2.0-S1877050916300254-main.pdf?_tid=e7680ead-c2a4-46e3-abb4-c7fecd7e5b4d&acdnat=1548820467_1fe91c293688c1d370fce69689da3908>.
Crawford, G. & Rutter, J., 2007, âPlaying the Game: performance in digital game audiencesâ in Gray, J., Sandvoss, C., and Harrington, C.L. (eds), Fandom: Identities and Communities in a Mediated World, New York: New York University Press, pp. 271-281.
de Zwart, M & Humphreys, S 2014,âThe Lawless Frontier of Deep Space: Code as Law in EVE Onlineâ, Cultural Studies Review, vol. 20, no. 1, pp. 77-99.
Ertan, A & Medeni, T 2011, âA LITERATURE REVIEW ON TRUST, PRIVACY CONCERN AND IDENTITY CONSTRUCTION IN SOCIAL NETWORKING SITES & ONLINE FANTASY ROLE-PLAYING GAMESâ, INTERNATIONAL JOURNAL OF eBUSINESS AND eGOVERNMENT STUDIES, vol. 3, no. 2, pp. 21-29, viewed 30 January 2019, <http://www.sobiad.org/eJOURNALS/journal_IJEBEG/arhieves/2011_2/03asli_ertan.pdf>.
Geisel, O, Panneck, P, Stickel, A, Schneider, M & MĂźller, C 2015, âCharacteristics of Social Network Gamers: Results of an Online Surveyâ, Frontiers in Psychiatry, vol. 6, no. 69, pp. 1-5, viewed 30 January 2019, <https://www.frontiersin.org/articles/10.3389/fpsyt.2015.00069/full>.
Online Gaming [IMAGE], in GIPHY 2019, Sassy Star Wars Gif, viewed 30 January 2019, <https://giphy.com/search/online-gaming>.
Person gaming [IMAGE], in Tripwire 2019, The State of Security, viewed 30 January 2019, <https://www.tripwire.com/state-of-security/vert/checklist-online-gaming-privacy/>.
Team Game Fortnight [IMAGE], in Fortnite 2019, Epic Games Fortnight, viewed 30 January 2019, <https://www.epicgames.com/fortnite/en-US/home>.
Iâm like you, I had a very narrow opinion of gaming. I also thought it was a waste of time and money and that it encouraged anti-social behaviours. However, like you I was surprised to learn that there are some benefits to gaming for building social capital in online communities. I think you summed it up when you said, âOnline gaming facilitates digital communities because it brings people together through the value of shared experience.âÂ
An insightful post @adigitalworldstudent, you covered both sides of the topic very well.









