Online Gaming of Belonging
Video games are more widespread and commonplace than ever before. The revolutionary emergence of the modern web 2.0 has given rise to the awesome collaborative, interactive sensation that is online gaming. If one has an electronic device, chances are that it has multiple games preinstalled, ready to connect to a network of online games which offer users choices and creativities in a sophisticated, modular fashion. Massive multiplayer online (MMOG) games give participants a way to construct their own virtual realities (Downing 2010). Games such as EVE Online, enable users to pick and choose from sets of interoperating components and build something that meets their needs. Theses most intellectually arresting games consist of sophisticated frameworks that interpolates gamers into the existence of the game, building emotional ties and thus fostering a deeper connection between gamer and game (Kirriemuir 2005).
Games also facilitate in the forming of identities and provide a framework for complex sociality. Some of the most practical benefits of online gaming are, sharing, communication, group work and trust in community (Kirriemuir 2005). Pargman and Jackobsson cited in de Zwart suggest that players of online games develop sophisticated skills in framing their realities, shifting from real-person to the role of commenter to character or avatar in a seamless fashion (2014, p. 81). Thus, sophisticated online gaming platforms and subsequent data retention therein may according to Kirriemuir, translate to a deeper awareness of digital communities and their characteristics (2005). Giving observers,
clues as to how people can and do use online systems.
inspiration for new or improved methods of providing access to digital information holdings.
Examples of what is technically possible for complex online services with many simultaneous users.
However, social gaming is often an albeit, obscure mode for achieving corporate objectives. The revenue from online games is often ultimately the driver for the games existence rather than for achieving some kind of cyber-spiritual ethos that supports the identities of its users (Grubb 2014). Indeed, online games are bound to a set of rules and regulations. If not incorporated into the game as part of the user-reward framework designed to extrapolate cash from gamers, then they are constrictions defined by the physical limitations of the platforms themselves. For example, you may not be able to explore what’s outside the spirit realm of Vega due to the developers’ not having created it, rather than it being against the rules. However, at the end of the day, it may not matter that the user is restricted in their creative expression or indeed has contributed to some a wider, possibly slightly diabolical corporate objectives as long as gamers have got something in return. In many cases, gamers play a part in a wider community and find a sense of belonging and achievement that forms a sophisticated mode of interactive entertainment. Indeed, this has proven to be the case. A large part of interactive gaming is spent communicating and nearly 30% of gamers surveyed have reported spending significant time with other gamers offline (Addict00tech 2015).
The internet and the emergence of web 2.0 has given rise to the sensation that is online gaming. Those successful in negotiating their realities in the most interactive and multifaceted modes of entertainment, if nothing less, are developing sophisticated intellectual skills shaped by competitive, social, cultural and commercial exchanges. These interactions define online gaming. In context, the mode itself, is an example of the intricacies and seemingly infinite possibilities of the modern web 2.0.
References
Addict00tech 2015, The Rise in Popularity of Online Gaming, Additct00tech.com, viewed 2nd February 2016, http://www.addictootech.com/the-rise-in-popularity-of-online-gaming/
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.
Downing, S 2010, Online Gaming and the Social Construction of Virtual Victimization, Eludamos. Journal for Computer Game Culture. Viewed 22nd January 2016, http://www.eludamos.org/index.php/eludamos/article/viewArticle/vol4no2-11/190
Grubb, J 2014, 10 online PC games that made more than $100M in microtransaction sales last year, VentureBeat Inc., viewed 2nd February 2016, http://venturebeat.com/2014/01/20/10-online-pc-games-that-made-more-than-100m-in-microtransaction-sales-last-year/
Kirriemuir 2005, Parallel Worlds : Online Games and Digital Information Services, D-Lib Magazine, December 2005, Volume 11 Number 12, viewed 21st January 2016,
http://www.dlib.org/dlib/december05/kirriemuir/12kirriemuir.html
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