Week TEN
I am not gamer; I have never been good at it and have never tried hard enough. That is not to say I am completely naĂŻve, my brother played games and my boyfriend does. What is interesting to me is the time dedicated to gaming. Â
Gaming and its virtual worlds have become the entertainment industryâs highest earning division. (Chatfield, 2009). Â Advancements in technology have developed what used to be pixelated standard games into cinematic adventures, where the graphics are so real; it feels like the player is controlling life.
Harry Potter Deathly Hallows Part 2, was one of the largest earning films in box office history, earning $169 million, in box office sales its first weekend. Black Opâs the highly anticipated battle game earned $650 million in its first five days (Cross, 2011).
The entertainment industry is used as a form of escape for society. Being able to relax and enjoy a world that is different to your own is a luxury. Gamers enter a new world with its own governing body; which set out rules by which players abide (Suzor & Woodford, 2013). Take for example the case study EVE online, where $300,000 worth of game time was lost due to a virtual battle (Thornhill, 2014). Irrelevant of the cause, what is most interesting to me is the amount of time spent on the game to fix the mistake. 4000 gamers took part in the online battle that day to regain what was lost in mere moments (Thornhill, 2014). This displays the loyalty players have to a game, and length by which they are willing to go to, to protect their work.
What does this mean for individuals though?
Everywhere we look games are advertised. We see them on social media through examples such as Farmville; we have apps such as the hugely popular Candy Crush.  The below image may look familiar to someâŠit displays the all too common antisocial behaviour resulting from our attachment to digital technology.
Figure 1: Mobile gaming, Skillz, 2013
This attachment draws us back to a particular point which has been noted in every posts discussion â the blurring of online and offline. Thornhill further discusses how games are valued; which it through the time and skill of the player (Thornhill, 2014). This is perhaps why I have never been interested. I have never dedicated enough time to games to truly see the value.
It goes to show that times and society are changing. Kids no longer have to play sport outside because it is their only option. Instead they are able to enter an alternate reality and become something/someone different â their alter ego perhaps.
I like your comment about antisocial behaviour. Its an interesting one - one on hand we are all playing âsocialâ games on our laptops or mobile phones and yet we are being âantisocialâ for not talking to each other on the bus!
I remember being younger and my father complaining that I was on my laptop too much and that I should go over to a friends house instead, I remember trying to explain to him that I was TALKING to that friend online on my computer, a challenging concept - are we really âhanging outâ? Are kids really âplayingâ these days? Maybe we could all do with some fresh air in a park once in a while..
Great post melgallimore. I like the blurring of the online and offline statement.
Iâd like to add that after researching this subject, Iâm not as apprehensive as I was about my teen playing online. My son doesnt play outside as much as I did back in the 80s, but I can rest easy in the fact that heâs; where I can see him, I can constantly check his online activities, we have good communication and heâs online chatting and playing with this school friends whom I know. Apparently online gaming and chatting is the medium for males to build stronger connections with their friends. And itâs where they do the most talking. Unbelievable! :-)
I also am a non-gamer and also canât believe how long is spent gaming. One report I read said an average of 88 minutes a day. but I am sure there are many, likely husband who can spend hours.Â




















