Social gaming, what is the appeal?
World of Warcraft, RuneScape, Texas HoldâEm Poker, League of Legends, Words with friends, Fortnite, EVE Online, the list goes on and on. Unless youâve been living under a rock in the 2000s, youâve no doubt heard of one of these online social games.
Now Iâm NOT a gamer. Iâve never seen the appeal myself. But, over the years I have observed both my brother in law (BiL) and husband, playing online games and there must be a reason why they love it.
My BiLâs game of choice is League of Legends aka LOL a multiplayer online battle arena (MOBA) game that is played with a group of friends. He told me last year, quite proudly in fact, that he has clocked 8,000 hours and spent a few thousand dollars on this game. Now letâs put that into perspective, that is almost one whole year that he has invested in this game. That blows my mind.
But, he is not alone, globally 2.3 billion people are spending on average six hours per week gaming, and itâs a multi-billion-dollar industry with online social gaming expected to reach $25 billion by 2022 (Statista 2019; The Drop 2017; Wijman 2018).
What is it about online social gaming that appeals to so many? In my research, I identified two factors.
1. Â Â Social Interaction
Ricchetti (2012), says, âa single player game is a game, but a social game is a community, with all the fascinating human relationships.â Yes, studies suggest that social gaming provides an environment that fosters increased bonding social capital with high percentages of gamers forming lasting friendships and relationships (Cole & Griffiths 2007; Domahidi, Festl & Quandt 2014). Further, Simpson (TEDc Talks 2014) argues that online games âare a basic form of human connection, from an early age, we use âplayâ to build relationships that can last a lifetime.â
I agree with this theory having observed my husband who recently began playing PlayerUnknownâs Battlegrounds aka PUBG. He enjoys chatting with his friends in other locations while they work together as a team to win the game. I can see that he is maintaining his friendships through this game as he likely wouldnât communicate with these people as regularly outside of the game.
2. Â Â An alternate, virtual existence
Reid (2018), argues that in a world where there are so many bad things happening, people turn to online gaming as an escape. As the EVE online game describes itself as a âliving, breathing, virtual worldâ these games provide users with an alternate reality (Thornhill 2014). Yes, games such as World of Warcraft and Second Life allow players to be and do anything, without the pressures or social expectations of real-life (Schreier 2011). Additionally, research indicates that virtual gaming can allow players to overcome social barriers and self-consciousness faced in real-life and âoffers a place where teamwork, encouragement, and fun can be experiencedâ (Cole & Griffiths 2007, p. 575). Whilst this need for escape may not be the case for all gamers, it makes sense that a virtual existence where people feel accepted, and a part of something bigger would have a strong appeal.
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Great points raised in this post! I was pretty clueless about games until I met my partner who also plays LoL, Fortnite and recently Overwatch. I too realised that this is a really nice way for he and his friends to virtually âhang outâ on weeknights and nights when they normally wouldnât get to. I am also increasingly impressed with the way they discuss game strategy and how quickly they can communicate strategy and game play. Itâs so different to Mario Kart 64 like Iâm used too!
















