Week 10: Knowing the boundaries of online gaming
Just as online technologies and platforms are advancing at a rapid rate of knots, so too is the potential for negative social behaviour to escalate. It is no longer just a game where it is player against the computer. The online environment now affords opportunities to become part of a community that isnât necessarily enjoyed offline (Swinburne Week 10, 2016), but brings with it the same social issues of bullying and exposure to child predators. Even as adults, online gaming can still be a high pressure environment that impacts on our everyday lives.
Online gaming gives players a world that is somewhat anonymous with the creation of avatars who are a reflection (at times) of who you would like to be in real life and allows you to behave in ways that arenât normally accepted in real life societies. But there in-lies another problems. What is acceptable online behaviour in one culture, may not be acceptable in another. And with the internet spanning many countries across the globe, gaming laws and contracts can be extremely difficult for the online gamer to navigate (de Zwart & Humphreys 2014).
Developers of these games have created rules and End-User License Agreements (EULA) that online gamers are required to agree to before gaining access the game. These contracts imply expectations that supposedly govern the rules around game participation and how negative and abuse behaviour will be dealt with. However, you have to ask the question as to whether developers have done this in order to look like they meet ethics and code of conduct laws. Is it just words that really have no legal weight other than if it directly involves the creators themselves? Is it just âlip serviceâ and gamers are ultimately left to defend themselves against any abusive behaviour? Sounds like it. Then again, most gamers acknowledge that they click through the terms and conditions without actually reading through it entirely and therefore donât understand any implications (Chee et al 2012).
Then there is the addiction of online games. Can too much gaming create a person who no longer can distinguish between their own person and the avatar they create? van Rooij et al (2011) argue that this behaviour is associated with low self-esteem and social anxiety. These gamers donât like who they are in real life or are perhaps being bullied and therefore see online games as an opportunity to become the bully instead, escaping reality. This seems to occur particularly with kids today. Here is a link to some further reading about gaming addictions in kids.
http://www.video-game-addiction.org/video-game-addiction-articles/
So if the EULAs are just written words and canât protect our kids adequately from being bullied online, we need to find ways to protect our children from negative behaviour ourselves as parents. In my opinion, we need to set the boundaries around how much time they spend playing the games and which games they participate in. Maybe then, once they are adult gamers, they will be able to distinguish between the two environments a lot easier.
Chee, F, Taylor, N and de Castell, S 2012, âRe-Mediating Research Ethics: End-User License Agreements in Online Gamesâ, Bulletin of Science, Technology & Society, Vol 32(6), p497-506, Sage Publications, SAGE Journals.
de Zwart, M and Humphreys, S 2014, âThe lawless frontier of deep space: Code as law in EVE onlineâ, Cultural Studies Review, Vol 20(1), p77-99.
Grewal, J 2013, âWays to protect your kids when they play online video gamesâ [image], Tech in 5, viewed 25 January 2016, <http://www.techin5.com/2013/10/ways-protect-kids-play-online-video-games/>
Lee, E 2015, âOnline Gamingâ [image], viewed 25 January 2016, <http://www.sites.utexas.edu>
Swinburne 2016, âWeek 10 Social Gaming: Playing the Crowdâ, MDA20009 Digital Communities, Swinburne University of Technology, Learning Materials on Blackboard, 25 January, viewed 25 January 2016.
van Rooij, A, Schoenmakers, T, Vermulst, A, van Den Eijnden, R and van de Mheen, D 2011, âOnline video game addiction identification of addicted adolescent gamersâ, Addiction, Web of Science, Vol 106(1), p1, EBSCOhost Academic Search Complete.