SOCIAL GAMING
Social gaming can be defined as “the activity of playing online games with other members of the same online group” (Collins Dictionary 2019).
DOES MONETISATION AFFECT THE GROWTH OF ORGANIC & GAMING COMMUNITIES?
It does affect the growth of organic & gaming communities positively. By monetizing the games, the game developers can generate revenues to develop better quality of games in more innovative ways. Last time, they set a fixed price for a static content game, but with monetizing it, they can release additional content. While monetizing the games generate the income for the developers, the gaming communities can play better quality of games and experience innovative ways of playing games. The gamers not only can play the games, but also generate income for themselves while playing. eSports is a way to generate their income by joining the competitions, but of course, they must have good skills in gaming (DeLeo 2019).
ARE GAMING COMMUNITIES BECOMING LESS ABOUT PLAY & MORE ABOUT MONETISATION?
In my opinion, the gaming communities is not becoming less about play & more about monetisation. Why can’t it be both? Enjoying playing the games while making money at the same time. If the passion of gaming can make money, might as well gain money out of it. For example, a gamer that I know, gaming while making money, PewDiePie, his YouTube channel name. PewDiePie is known for making videos while playing games, which has the most subscribers in YouTube. Just in 2018, he earned $15.5 million by recording himself playing all kinds of games, among other stuff (Leskin 2019).
Esports is a form of competition sports using video games. It is a fast-growing international event which has millions of fans. Gamers who join it sometimes earn seven-figure earning and huge brand endorsements, but they must be good in it, while streaming it online for others to watch them play (Willingham 2018).
ARE GAMING BECOMING MORE TOXIC ENVIRONMENTS FOR SOME?
Yes, gaming has becoming more toxic environments for some. I have read some cases where they are threatened, harassed or being straight up racist to others. The developers need to do something about this issue. This issue concerns the relegated like women, people of colour & LGBT people. It is not an easy issue to resolve since it involves so many people, but if the developer make it a priority of this issue, it will have a high impact (Castello 2018).
Sam Haberern (20-year old) was playing Call of Duty on Xbox and was on a roll, when he received invites from other players asking him to join them. he joined a group and chatted with them through his headset. They were talking when their conversation escalated quickly where at one point the groups told him that they will come for him and kill him. He reported to Microsoft, but the process dissatisfied him, so he turned to Reddit to post asking for solutions and go viral, but still there are no good solution (Smith 2019).
Whether they monetize the games or not, people are still going to pay it because I know I am willing to pay it if I really like it. As for the toxic environment of gaming, I hope the developers are going to take it as their priority because I have experienced it myself, getting harassed because I led the team to failure in which I blocked them after. But I am sure there are more serious cases than mine.
REFERENCES:
Collins Dictionary 2019, social gaming, viewed 14 November 2019 <https://www.collinsdictionary.com/dictionary/english/social-gaming>.
Leskin, P 2019, Here’s how much Logan Paul, PewDiePie, and 8 other top YouTubers make per minute of video, Business Insider, viewed 14 November 2019 < https://www.businessinsider.my/youtube-pewdiepie-logan-paul-how-much-money-per-minute-video-2019-9/?r=US&IR=T>.
Willingham, A 2018, What is eSports? A look at an explosive billion-dollar industry, CNN, viewed 14 November 2019 < https://edition.cnn.com/2018/08/27/us/esports-what-is-video-game-professional-league-madden-trnd/index.html>.
Castello, J 2018, Foul play: tackling toxicity and abuse in online video games, The Guardian, viewed 14 November 2019 < https://www.theguardian.com/games/2018/aug/17/tackling-toxicity-abuse-in-online-video-games-overwatch-rainbow-seige>.
Smith, N 2019, Racism, misogyny, death threats: Why can’t the booming video-game industry curb toxicity?, The Washington Post, viewed 14 November 2019 < https://www.washingtonpost.com/technology/2019/02/26/racism-misogyny-death-threats-why-cant-booming-video-game-industry-curb-toxicity/>.
DeLeo, P 2019, Digital gaming = serious business, Invesco Blog, viewed 14 November 2019 < https://www.blog.invesco.us.com/digital-gaming-serious-business/>.







