Blog Post 7- Social Gaming: Playing the Crowd
Social gaming is yet another communication platform utilized by many digital citizens. Much like the various other platforms, there are downfalls that come with the communication in the mystical realms of gaming. There are however, methods employed to combat such downfalls, those of which typically pertain to public breakdown around gender and racial slurs.
Seeing as social factors are the backbone of most social gaming, setting the games apart, social aspects are indeed an important factor to tend to, especially in times of discomfort and distress. In an article describing the antics of ‘Call of Duty’ players, it was stated that not only were cyberbullets exchanged during fights, many gamers also exchange hate speech, including racial and homophobic slurs which is partly fueled by the anonymity of cyberspace- emphasizing the need of intervention (Geraniois 2010).
The intervention methods employed, created by developers, intersect and overlap with socially created rules and cultural norms established within the gaming environment (de Zwart et al. 2014). Though, there are strict rules stating that ‘You may not abuse, harass or threaten another player’, the codes of conduct are typically breached for tactical purposes. Therefore, in an attempt to control and govern the gaming environment, in particular within the infamous new social game EVE, a Council of Stellar Management was established, whereby gamers can report any incidences to be dealt with (de Zwart et al. 2014). Though this is a rather effective intervention tool, the processes are slow, and the unrest continues.
Another negative aspect of social gaming, is the rise of addiction due to the computer and Internet being a staple of everyday life in this modern technological age. Along with alcohol and other substance addictions, Internet addiction has also been known to lead to negative consequences such as violent and erratic behavior and the failing of schooling (Wiemer-Hastings et al. 2005). Further research has been conducted into online gaming and its relationship with personality factors, concluding that five main traits were associated; neuroticism, sensation seeking, trait anxiety, state anxiety, and aggression (Mehrood et al. 2010).
I myself, simply can not fathom the craze of social gaming and how it can quite literally takeover peoples lives, but I’m not ignorant and obviously understand the fixation on things that you enjoy, just not to the point of self-destruction.
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.
Geraniois, N 2010, ‘Hate Speech Corrodes Online Games’, Technology & Science, vol. 1, pp. 1-2.
Mehroof, M, & Griffiths, M 2010, ‘Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Agression, State Anxiety, and Trait Anxiety, Cyberpsychology, Bheavior and Social Networking, vol.13, Issue 3, pp. 313-316.
Wiemer-Hastings, P, & Brian, M 2005, ‘Addiction to the Internet and Online Gaming’, Cyberpsychology & Behavior, vol.8, Issue 2, pp. 110-113.