Social Gaming
A brief history
Social gaming has been around since the time of the Ancient Egyptians, over 5000 years! Back then, since they didnât have computers, they played games like Senet, Chess, and the predecessor to Snakes and Ladders. These have even been found in tombs and coffins. Fast forward to the seventies. Every nerds favourite game (or so Hollywood would have you think), Dungeons and Dragons enters the scene in 1974. It combined tactical combat with inventive storytelling and took the world by storm.
The first real gaming machine was introduced in 1940 at the World Fair in New York, then we had Sega and Taito in the sixties. The biggest revolution came in the seventies again, with Atari and its Pong game. Restaurants began installing video games, and people bought the consoles for their televisions. Interconnecting consoles came out as early as the late eighties, and by 1993, the LAN party was born. The next big change came in 2001 with Runescape, a virtual world where you travel around and solve puzzles. Now, over 1.5 billion people regularly play social games, and mobile gaming is set to take over console games.
 Gaming Grannies: The new trend
According to a Neilson study, ânearly a quarter of online gamers are aged 55+, larger than any other age bracket. Of the 55+ age group, females dominate the number of players with a unique audience of 1.9 million in December 2017, versus 1.5 million males.â (Thomas, E 2018). Â Playing social video games helps keep the mind active, keeps those social connections, reduces the feelings of isolation and may even help fight dementia.
There is not a lot of research yet into how the aging brain reacts to gaming, either positively or negatively, but as time goes on, neuroscientists will be able to gather enough data to accurately associate mental wellbeing with gaming.
References:
2015, âSales, Demographic and Usageâ, Entertainment Software Association
Brand, J 2015, âGaming through the ages: older Australians are embracing video gamesâ, The Conversation, viewed 30 May 2018, <https://theconversation.com/gaming-through-the-ages-older-australians-are-embracing-video-games-44899>
Hameed, B 2011, â5000 Years Of Social Gaming Historyâ, Adweek, viewed 30 May 2018, <https://www.adweek.com/digital/5000-years-of-social-gaming-history-infographics/>
Thomas, E 2018, âGrow Your Brand Through Entertainmentâ, Neilson.com, viewed 30 May 2018, <http://www.nielsen.com/au/en/insights/news/2018/grow-your-brand-through-entertainment.html>
 Images:
Malaryya, 2017, [Meme] âDungeons & Dragons Then and Nowâ, imgflip.com, viewed 30 May 2018, <https://imgflip.com/i/1l1k5w>
Thomas, E 2018, [Chart] âGrow Your Brand Through Entertainmentâ, Neilson.com, viewed 30 May 2018, <http://www.nielsen.com/au/en/insights/news/2018/grow-your-brand-through-entertainment.html>











