Speech 100: Social Gaming
[1B Blog Post 6: Week 10]Â
[Bethesdaâs âThe Elder Scrolls V: Skyrimâ 2011]
With the increasing popularity with online gaming, and more recently mobile gaming, so too comes the research and recognition that they can improve our daily lives. Games which have been designed with a primary purpose outside entertainment, have demonstrated effectiveness in engaging learning solutions. Ranging from adolescent to the working adult levels of education (Baek, Ko, March 2014). Â
Video games improve motivation, stimulate deep learning and creative thinking. This is achieved through mentally or sensually stimulating experiences, unique to gaming. This can lead to enhanced efficiency of performance within a classroom or workplace. As simulated situations offer less pressure and ease for improvement. A sense of familiarity or openness towards new technology can also be obtained (Bourgonjon, Valcke, Soetaert, de Wever, Schellens 2010).
Offering collaborative play to accomplish set goals provides an incentive for players to help out others and seek help themselves. MMORPGs, in particular, represent a new form of social interaction and thus community. A place in which newly found human relationships are created (Zhong 2011).
Cooperation, however, is generally difficult to achieve amongst egocentric players. Which is likely to become elevated within groups exceeding 4-9 members. In smaller communities, cooperation can often be stabilized by reciprocity and communication. However, in larger communities, these mechanisms can often be ineffective. Individual influence on others often diminishes due to the difficulty of having to observe an increased amount of people and situations. For this reason, many successful developers and communities have established systems which enforce mutual cooperation (Hilbe, Wu, Traulsen, Nowak 2014).
Asides participation in gaming, millions of people now also enjoy watching the gameplay of others (Needleman 2015). Content creation via platforms such as Youtube and especially Twitch gave us the concept of âLet's playsâ and eSports. Whilst the legitimacy of user-generated content falls under debate of classifying media content: in particular, copyright infringement, audience gratification is still obtained (Sjöblom, Törhönen, Hamari, Macey 2017).Â
Both Youtube and Twitch offer chat systems, which can often be hectic or nonsensical to follow, especially on popular gaming uploaders or streamers.
[Giphy 2017]
Recently various social networking platforms have taken an integration with gaming. Such as Discord offering exclusive releases (Discord 2018) or Facebook providing its own service for watching eSports or streams (Facebook 2019). And perhaps most notably, Twitchâs partnership with Amazon Prime to provide in-game items, or even certain games via a subscription service (Twitch 2019). Promotional news which will naturally also generate conversation.Â
At the end of the day, however, its all in the bonding potential across various individuals and groups. Whether it be parents and their children engaging in âconsole couch warsâ, making new friends online or having to be entertained in unison of like-minded peers in your favourite streamers chat.Â
Speaking of which, Iâd really appreciate it if you would please take the time to check out my friends Twitch channel, @twitch.tv/danionc.
I hope you enjoyed your food for thought, with a serving of black forest danish. Please come again!
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