Week 10: Social gaming
In week 10 we looked at social gaming, this is a topic that I found very interesting as I do not have a lot of exposure to gaming. I find it interesting that there can be both positive and negative interactions within social interaction on a gaming interface. The example used in the presentation for this week was World of Warcraft, I am not familiar with gaming but have heard of this game and have heard it is very violent. It was interesting to then learn that there can be quiet a toxic culture within interactions of players of the game and that measures have been taken to prevent and stop this anti-social behaviour. World of Warcraft has implemented player reporting tools and specific regulations to hold players accountable for their actions and behaviours whilst in the game (De Zwart & Humphreys 2014, p. 80). It was then interesting to find that this had not solved all problems as it is hard to deem what is acceptable behaviour as the line between virtual and real world is blurred within the gaming industry.
Personally, not having any involvement within the gaming industry has made me very curious on this topic and I have asked people about their experiences with gaming and their social interactions. I have a friend who finds gaming therapeutic and has only praise for the interaction he has on the games he plays, as an introvert some social interactions can be very daunting and 'sparking up' conversation can be terrifying, but interacting with fellow like-minded gamers comes seamlessly as he knows that he is interacting with similar people, and there is the added bonus of not having to have conversations face-to-face but rather digitally.
I believe that this positive example of social interaction within gaming is shown through the players maturity. The question "What onus is there on the games creators to intervene and manage player behaviour online?" was asked during this teaching week and it got me thinking; I believe that developers are there to create a fun addictive game but, it is at the maturity of the gamers using the game to interact with fellow gamers in a mature fashion. Within young children I believe the interaction should be monitored by their parents, but developers can develop basic rules and outlines for their game, but they are not the law, and I don't believe they should be reinforcing it through their games when people are misusing it. Does anyone else have this same view or something different? Would love to hear.
Reference:
De Zwart, M 2010, 'Contractual Communities: Effective Governance of Virtual Worlds', University of New South Wales Law Journal, vol. 33, no. 2, pp. 605-627, EBSCOhost, viewed 16 January 2019, <https://search-informit-com-au.ezproxy.lib.swin.edu.au/fullText;dn=20111239;res=AGISPT>.













