Blog 8:Â Social gaming: playing the crowd
The eighth and final topic that we covered for Digital Communities focussed on Social Gaming, and the nuanced and often complex rules and regulations that go into facilitating these online environments for the millions of participants engaging in them.Â
Image Credit: 2p.com 2016
Much like entering into the field of play in a Football match or, relatively so, any other digital or online form of communication and socialising, online gaming is operated according to laws and codes of conduct, and âgame rules created by developersâ that âintersect and overlap with rules created socially by playersâ, essentially creating âcultural normsâ and âcontexts of playâ within the digital world, created by lawyers to protect the interests of publishers and developers (De Zwart & Humphries 2014, p. 77).Â
Online games, such as EVE - a Massively Multiplayer Online Game - provide a fascinating basis to look critically at the rules of engagement across the entire digital sphere, highlighted by De Zwart & Humphries (2014) in that contractual agreements and policies laid out by developers and publishers are regularly skipped over and not taken deeply into account by participants before entering the field of play, while additionally stating that the CSM, or Council of Stellar Management is a unique strategy that âaffords players a channel of communication with the developers and managers of the game and, at least in theory, an avenue for negotiation and some say in management decisions and the directions in which the game developsâ (De Zwart & Humphries 2014, p. 78).Â
This unique intersection of users sometimes flagrantly disobeying holistic rules and regulations laid out by developers and publishers but, internally, having a say on how the game world should evolve and be governed, strikes a stark resemblance to the way Social Media seems to be developing. This idea of âcharacterised labourâ, as De Zwart & Humphries (2014 p. 78) describe it, is the result of EVE users and, too, Social Media users, playing or engaging for many hours to the âbenefit of the publisher, but also to the benefit of the player populationâ.Â
In theory, the watchful eyes of developers and digital architects - across all digital platforms - are inspired and directed by the infinite chatter and discussion by users about what will and wonât make the technology they are using better, more user centric and, ultimately, more democratic. The ideas and information we share online, consciously or not, directly informs and effects the platforms that we utilise on a daily basis.Â
REFERENCESÂ
de Zwart, M & 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.












