W10: The culture of social gaming
Social gaming is a term many people may feel familiar with.
Me? Not so much. In fact, there is zero familiarity here - so I’m going to start with a light refresher on what this term actually encompasses:
Social gaming; game applications integrated into social networking platforms (Hou, 2011).
This term still isn’t overly familiar to me. The most ‘social’ we got with our gaming as children was discussing how healthy our Tamogotchi’s were in the school playground. If you’re also over 25 - you might recall how hard it was to keep yourself healthy as a child let alone remember to feel a fictional pet. The struggle was real.
While I appreciate the definition above is relatively broad, I want to explore the reality behind the social gamers that choose to play in their spare time over actual non-digital human interaction – because I have heard there are millions around our globe that live for this lifestyle.
One question that pops into my mind – and again, I reiterate: I have no personal interest in social gaming, probably due to my childhood spent without hundreds of social platforms available to me, so this is only my opinion – is what are the health or social benefits these gamers are missing out on?
Facebook opened its platform to developers over 10 years ago, allowing gaming developers to jump onboard the social revolution (Swinburne Online, 2018) and subsequently, the trend has reached new heights. However, what about the facts surrounding the antisocial aspect or inactivity of online gaming culture?
Obesity rates in children have tripled in the last 30 years, with research concluding a strong link to sedentary lifestyles such as those devoted to online gaming (Bond, Calvert, and Staiano, 2013). Studies have also recently found that children aged between 8-18 years typically expose themselves to online gaming for 90 minutes per day (Rideout, Foehr & Roberts, 2010), exposing them to a MUCH higher risk of adolescent obesity and a decreased quality of life. Furthermore, researches have confirmed that those heavily associated with online gaming communities experience negative impacts to social engagements and at times may ‘withdraw’ in social circumstances which do not allow the anonymity or circumstantial control that online gaming typically affords them (Hou, 2011).
For me, this begs the question: how will future innovations and technologies positively or negatively impact this gaming culture – will it be enhanced, or redirected to encourage physically activity? Will societies value wellbeing one day influence, or eventually change the notion of gaming?
I guess only time will tell.
Share your thoughts on social gaming, and how you see this evolving in our future.
References
Rideout V, Foehr U, Roberts D, 2010, Generation M2: Media in the lives of 8-18 year olds. Menlo Park, CA: Kaiser Family Foundation, viewed 28 May 2018, Link
Bond, B, Calvert, S, and Staiano, A, 2013, Electronic Gaming and the Obesity Crisis, New Dir Child Adolesc Delv: 2013 Spring, vol. 139, pp. 51-57, Link
Swinburne Online, 2018, ’10.2 Social Gaming: Playing the crowd’, Swinburne Online: MDA20009, viewed 28 May 2018, Link
Hou, J, 2011, ‘Uses and gratifications of social games: Blending social networking and game play’, First Monday Journal, vol. 16, no. 7, viewed 28 May 2018, Link
Hi Chanelle,As someone over 25 actually even Tamagotchi was after my time (dear god I’m old!) I think this is a really good question, it is suggested that by 2022 there will be 661.6 million active gamer’s worldwide (Statistica 2018), that’s a lot of time spent in front of screens. It makes me wonder how the health and fitness industry can take advantage of the gaming sector? A few years ago ‘Wii fit’ was a massive craze that took advantage of physical activity and gaming networks, though it seems the 'Wii fit’ craze is long gone. While searching I found the website fitness-gaming.com which is dedicated to the development of fitness gaming/technology I’ll be interested to see if any of these ideas take off. Reference listFitness gaming 2018, Fitness Gaming News, Fitness gaming, viewed 29 May 2018, <https://www.statista.com/outlook/212/100/online-games/worldwide#market-revenue>.
Hi Chanelle & Ken
Great points made here and got me thinking about a recent experience I had at a friends house who has a (pretty advanced) VR setup. He is an engineer and self labeled cyber-geek. I found QuiVR archery game very intense and was actually puffed out after the excessive movement. This year most of the headsets released will not only be the highest definition yet but also the cheapest to hit the consumer market. Additionally, most are now wireless so one is free to walk around unbound. My friend pointed out he is waiting until the end of the year where he will buy two so he “can hang out with friends and play all these games with them in virtual reality”. The pace of this makes me envision the use of parks in the future where kids are playing virtual soccer, potentially on the fields of brazil against children from all over the world, each with a headset, locking them in for an amazing game. The opportunities this kind of technology presents are so vast that I think we cannot even begin to imagine its capabilities, particularly for physical activity.
Our desire to move and exercise is largely motivated by out surroundings so imagine one could run on Venice Beach or go with a friend who lives in Italy at Lake Como?
*cancels Fitness First membership*






