Blog #8 ~ Social Gaming
Most video game players consider games as their individual companion and are addicted to the idea of interacting with virtual character and being in control of their movements. The interactive nature of video games enable its players to become a part of the actions, decisions and it even reaches their mood leading to aggressive or unexpected reactions to the game experience. Some gamers become highly addicted to their games to an extent that they require some serious help and support to control this behaviour, the sense of escapism that games give freely to players can make it hard to associate with the real world on the long run as players are so used to not being judged or classified based on their physical and social qualities in gameplay, which is not always the case in real life context.
Massively Multiple Online Role Playing Game (MMORPG) like World of Warcraft is an example of an online society well developed, allowing millions of players to take part in an ongoing world that never stops. Having a roleplay and an individual avatar in the game gives the players some sort of power and status amongst all other characters, and perhaps this is why players become addicted to such online society because it meets their social desire and boosts their self esteem as well as leading them to create friendships through virtual communication.
Regardless of the flexibility games transfer to player, all ‘fantasy environments depend on artificial rules’ which players become familiar too and comply with in order to win or lose. (Suzor & Woodford 2013, pp.2) ‘Elsewhere, Suzor (2010) has argued that in online social spaces, governance needs to be legitimate and consent of participants must be real and arbitrary power of providers must be limited to maintain the fundamental interests of participants.’ (Suzor & Woodford 2013, pp.2) Game rules set by game developers often overlaps with the understanding and expectations of the players, and if completely unusual they could possibly disregard cultural norms. Game procedures may eventually influence the players thought processes and therefore their behaviour if they come to believe that its acceptable to undertake these actions in real life. (De Zwart & Humphreys 2018, pp. 80)
Thus, the game world seems alike to real life, however it is in fact quite different and the decisions and movements made are most likely to be socially unacceptable with serious consequences if conducted outside the game environment.
References:
Alonzo Leon, J 2017, Social Gaming Apps: The Future of Travel Entertainment, viewed 3 February, 2018, https://jetsettimes.com/2017/05/12/social-gaming-apps/
Beck, K 2017, 'World of Warcraft' is getting a new expansion that's all about Horde vs. Alliance, viewed 3 February, 2018, <https://www.google.com.eg/search?q=warcraft&source=lnms&tbm=isch&sa=X&ved=0ahUKEwidm5XpoIzZAhUFZlAKHa-NCWkQ_AUICigB#imgrc=_ixwEqhuui-dfM:>
De Zwart, M & Humphreys, S 2018, The Lawless Frontier of Deep Space Code as Law in EVE Online, University of Adelaide, Adelaide, pp. 77-99, viewed 3 February, 2018, https://search-informit-com-au.ezproxy.lib.swin.edu.au/fullText;dn=225934593111540;res=IELHSS
Game Override 2018, What are social gaming?, viewed 3 February, 2018, http://www.game-overdrive.com/2017/social-gaming/
Smith, A 2016, The Evolution of Social Gaming Over The Years, viewed 3 February, 2018, https://www.google.com.eg/search?q=social+gaming&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjngobs_YrZAhXPaFAKHdJiB_AQ_AUICigB&biw=1293&bih=822#imgdii=GxEzwEiP4-GCvM:&imgrc=_prg5TBzGBs3FM:
Suzor, N & Woodford, D 2013, "Evaluating Consent and Legitimacy amongst Shifting Community Norms: an EVE Online Case Study", Journal of Virtual Worlds Research, vol. 6, no. 3, pp. 1-16, viewed 3 February, 2018, http://file:///Users/admin/Downloads/6409-29029-3-PB.pdf














