When did gaming become so complicated? - Week 10
Everyone knows a serious gamer. If you donât, chances are you are one yourself. Gaming used to be thought of as just owning a âGame Boyâ, but has now extended into so many types and forms that itâs possible to call yourself a gamer while being completely unknowledgeable about particular groups of games. These groups form gaming communities, people who connect via specific types/genres/forms of games such as Animal Crossing on the Nintendo Switch or Call of Duty on PlayStation.
Getting involved with games doesnât just extend to playing them either. The largest personal YouTube account, PewDiePie, has over 104 million subscribers who mostly watch videos of him playing video games (See: https://www.youtube.com/user/PewDiePie/videos). Twitch is a whole platform based off live streaming gamers and this year is estimated to have a net worth of $5 billion after being launched in 2011 (The Wealth Record, 2019). As shown below, live stream gaming is a significant part of the internet (Quartz 2020).
Equally, social gaming is fosters a large community in the gaming world. Initially set up as almost a placeholder for casinos, games such as Farmville on Facebook, Angry Birds and Candy Crush have since been based off this framework, notorious for getting players to pay money for benefits to the point that within two years the global social gaming market is expected to be worth about $25 billion (Social Gaming: Itâs Bigger Than You Think, 2017).
The fact that gaming is now so serious, with money involved and all, means that governments must also involve themselves in the matter and can have lasting impacts on the physical world. An example of this is EVE. EVE Online is a space-themed massively multiplayer online game (MMOG) that has over half a million subscribers and encourages players to communicate with those in charge of the game and help develop it, bringing on a range of disputes and controversies in its history (Zwart & Humphreys 2014, pp. 77-78).
EVE was intentionally designed to be âlawlessâ making it problematic for people who go too far (Zwart & Humphreys 2014, p. 82). Cases such as the âEve Investment Bankâ which created a scam banking structure that now owes approximately AU $126,000, shows how each gamesâ environmental and user ânormsâ are individual and it can be hard for governments and game managers to navigate the rules and laws to reach a solution (Suzor & Woodford 2013, p. 6).
The only times I ever played any type of video game was with my Nintendo DS. This largely involved me sitting in the back seat of my parents car playing Nintendogs, screaming my dogâs name in order for it to learn it. Iâm sure it wouldnât surprise you to hear that this side of gaming has come as a shock to me and Iâm still struggling to wrap my head around it all. I apologise if the result of that is a sub-par Tumblr post. What I can say is that next time you consider gaming to be just an innocent, uncomplicated hobby, think again because the gaming world is one of many complexities.
Quartz, âWorth Graphâ, in Khalid, A 2020, YouTube is now the biggest threat to Twitch, Quartz, 29 January, viewed 16 April 2020, <https://qz.com/1792011/twitch-is-losing-users-to-youtube-and-other-live-stream-platforms/>.
Social Gaming: Itâs Bigger Than You Think, 2017, The Drop, viewed 16 April 2020, <https://the-drop.com.au/social-gaming-its-bigger-than-you-think/>.
Suzor, N & Woodford, D 2013, âEvaluating Consent and Legitimacy amongst Shifting Community Norms: an EVE Online Case Studyâ, Journal of Virtual Worlds Research, vol. 6, no. 3, pp. 1-14.
The Wealth Record, 2019, Twitch Net Worth, The Wealth Record, viewed 16 April 2020, <https://www.thewealthrecord.com/celebs-bio-wiki-salary-earnings-2019-2020-2021-2022-2023-2024-2025/other/twitch-net-worth/>.
Zwart, M.D & 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.