A force for good!
Social gaming has been bought about through social networks such as Facebook, and refers to those games that are made specifically for those networks. Thanks to the success of social media sites like Facebook game developers were afforded an untapped opportunity to reach multitudes of online gamers. By adding the social aspect to the gamed allowed for the games to expand at rates never before seen. Tim Le Tourneau, the Vice President of games at the leading social gaming company, Zynga said that, “social is the backbone of all of our games; the ability to play with all of your friends. That’s what makes these games stand apart. And it really is the thing that we consider first and foremost whenever we are designing a game”. Zynga’s most successful game, Farmville exemplified the success of social gaming with 83.76 million active monthly users.
With numbers like this, what if we could use this popularity and medium for good? Arguably one of the most recognised women in videogames, Jane McGonigal thinks that we can (Whitson & Dormann 2011). Her book, Reality is broken (McGonigal 2011), suggests that games can “save the world” by harnessing these unprecedented scales of popularity to facilitate cooperation and collaboration on a mutual challenge. The concept of creating positive real world change is not a new one, with many creators endevouring to fulfill McGonigal’s dream by inspring new thinking to transform users views or attitudes through gaming and thus, their real-world behaviour (Schreiner 2008). These are exemplified through games like EyeWitness or Tempest in Crescent City, which approach issues of political war and environmental disasters (Whitson & Dormann 2011). What’s more, some games like Escape from Woomera, are helping to address issues like asylum seekers and refugees (Whitson & Dormann 2011).
Social gaming, if done cleverly, certainly has the capabilities for change. Take even Farmville, for example, although it does not actively inspire change it consequently educates on agriculture and the importance of sustainability and self-sufficiency. Social gaming can certainly help to educate, for me, one of my favourite social games (which unfortunately is no longer available), Traveler IQ Challenge, was instrumental in my geography learning. Geography was always a weakness of mine and it was not something we were necessarily taught at school, but thanks to this game, geography is now one of my strengths. What’s more, I was able to learn at vast rates as my brother and I would compete to see who was smarter, and thus, learning faster. Who knows, maybe we are just nerds, but its application and potential for change is certainly something that can be harnesses for change, just as McGonigal theorised.
References:
McGonigal, J 2011. Reality is broken: Why games make us better and how they can change the world, Penguin Press, New York
Schreiner, K 2008. ‘Digital games target social change’, IEEE Computer Graphics and Applications, 4 January, Vol. 28, No. 1, viewed 22 January 2018, <http://ieeexplore.ieee.org/document/4418744/?reload=true>
Whitson, J & Dormann, C 2011 ‘Social gaming from change: Facebook unleased’, First Monday, 3 October, Vol. 16, No. 10, viewed 22 January 2018, <http://www.firstmonday.dk/ojs/index.php/fm/article/view/3578/3058>
Watch a video about my favourite game:












