Game On!
Ass. 1b. Week 10. Social Gaming: Playing the Crowd.
Social gaming. What is it? Social gaming is how we describe games that are predominantly made for playing on social media sites (O’Neil 2008). Though that may be the case, it would become clear that it has long since outgrown that description. Massively multiplayer online role-playing games (MMORPG) have grown to the point that within themselves they have created a social network or social group. People do not just play the game, they team up, make plans, and execute them as if they were in the real world. Sure, going alone is an option, but enduring success is unlikely (Williams 2016 p.665).
Understanding the overall picture of the gaming world takes a lot more attention than a surface glance. When we mention online gaming, people automatically seem to think of violence or gambling. However, there are games out there that carry a far more positive aspect. Yes, games like Fortnite, War Thunder, Call of duty, and World of WarCraft call us to arms, to kill or be killed. However, it appears the hype of negative media forget the likes of Farmville, Words with Friends, and Pop Quiz entirely. All of these are social, and all stimulate our capacity to learn. Add Pokémon Go, that got people of their seats and out into the streets, and the benefits of online games become apparent.
Okay, so we can justify the personal social side of gaming, but what about the issues? Like anything that involves human beings, there is always an issue. For example, online games usually involve an in-game currency. Fortnite had a case where it was accused of being used to launder money (Gershgorn 2019). Likewise, Eve Online has had a couple of scandals that saw players lose $300,000 worth of purchases over a simple in-game deal that went wrong (Thornhill 2014). Eve also encountered an issue when one player from the in-game council (the Council of Stellar Management), failed to step out of his game role and into reality during an online video post. The player, known as ‘The Mittani’, and for his violent and ruthless actions, made statements and threats that are not acceptable in the real world (De Zwart & Humphreys 2014 p.93). While the Mittani apologised, the damage was already done.
Of course, this poses the question, are people able to distinguish between the virtual world and the real world? That will need to be thrown over to the psychologists and anthropologists of the world, while I go back to my game to fight an air battle over Great Britain.
References
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, viewed 17 January, 2019, <https://search-informit-com-au.ezproxy.lib.swin.edu.au/documentSummary;dn=225934593111540;res=IELLCC>.
Forbes 2019, Mew, [image], viewed 29 January, 2019, <https://www.forbes.com/sites/olliebarder/2018/06/15/you-wont-be-able-to-transfer-mew-from-pokemon-go-to-pokemon-lets-go/#48c8044f22e6>.
Fortnite 2017, Fortnite Battle Royale - Gameplay Trailer, viewed 29 January, 2019, <https://www.youtube.com/watch?v=2gUtfBmw86Y>.
Game On 2019, GameOn, [image], viewed 29 January, 2019, <http://www.gameonlu.com/>.
GameSpot 2014, This is Eve Online - Gameplay Trailer, viewed 29 January, 2019, <https://www.youtube.com/watch?v=uqoxRcP5kbo>.
Gershgorn, D 2019, The “Fortnite” economy now has its own black market, viewed 28 January, 2019, <https://qz.com/1528941/fortnite-is-reportedly-a-money-laundering-hotbed/>.
O’Neil, N 2008, What Exactly are social Games?, viewed 13 January, 2019, https://www.adweek.com/digital/social-games/
Thornhill, T 2014, EVE Online sees biggest ever battle involving more than 4,000 players, viewed 28 January, 2019, <https://www.dailymail.co.uk/news/article-2547908/EVE-online-sees-biggest-battle.html>.
Williams, D 2009, “Groups and goblins: The Social and civic Impact of an Online Game”. Journal of Broadcasting & Electronic Media, vol. 50, no. 4, pp 651-670.
I would certainly hope one could determine real life from virtual! According to Bourgonjon, Valcke, Soetaert, de Wever, Schellens (2010), games have the potential to provide learning solutions within both classrooms and workplaces. Though this isn’t to say games like Fortnite or WoW are too educational! I believe everything needs moderation. We wouldn’t have our cake and eat it too if all we used was the eggs. We need the right mixture of game mechanics for the best entertainment or educational flavour!
Great post!
References:
Bourgonjon, J, Valcke, M, Soetaert, R, de Wever, B, Schellens, T 2011, ‘Parental acceptance of digital game-based learning’, Computers & Education, vol. 57, no. 1, pp. 1434-1444.






