Social Gaming: Entertain Me
I will wholeheartedly admit that I am not a gamer but a self-proclaimed dabbler. I dabble in social games on Facebook for a period of time and then lose interest completely for a number of months. At no stage have I ever paid for the privilege of lining up jewels or candy to achieve a higher level in the game. My interest completely wanes when mention of warfare, medieval fantasy or building cities enters the conversation or my notifications feed. However, even as an ‘outsider’ to these online gaming communities, I found this week’s research a familiar game of competition.
Photo credit: Ronrik n.d.
So what communities exist online? Social gaming communities are social network digital citizens who play with their friends list (Swinburne Online 2015). Players can help each other by gifting extra lives or equipment to help their friends. Alternatively, each player can pay for certain luxuries of the game to speed up their level achieved. When the emphasis of the game is on teamwork, the community is generally more supportive and friendly (O’Halloran 2013).
Larger online gaming communities are accessed by the Internet on PC or gaming consoles or, to a lesser extent, accessed through social media networks. These games are mostly quest style games or massively multiple online role-playing games (MMORPG) where it is generally team against team. The difference is there are leaders amongst the teams and thus self-governance and hierarchy come in to play (Suzor & Woodford 2013, p. 2).
How do these gaming communities break down? Democracy tends to be forgotten in online gaming communities leading to power struggles and trolling. Take the EVE online scandal where one player publicly targeted a rival at a games convention (de Zwart & Humphreys 2014, p. 78). Although not anonymous, his actions were in line with anti-social behaviour. Accepted online social norms are exploited by ‘keyboard warriors’ where the name of the game is to beat the competition or to proclaim the other has been pwned or defeated. The love of the win is like an addiction.
Photo credit: bellezaelaena 2014
Of note, online gaming can lead to social and psychological problems. The capability of players to purchase items to advance in the game can lead to financial break down. Families can be torn apart by the isolation experienced by addicted online gamers choosing to play with their online networks rather than their family.
Where does the future of online gaming stand? Online gaming continues to grow, solidifying its presence in our everyday digital lives (Go-Gulf 2013). Game developers see the profits as online gamers seek the need to purchase add-ons to compete, level up or conquer their digital peers. Some games thrive under team efforts. Some games are failing at self-governance. Overall more families are becoming gaming ‘widows’, indicating a much more serious social break down. Thankfully, health professionals have research opportunities to investigate the social and psychological effects of online gaming so that in the future parents may have the opportunity to prepare their children for the games that lie ahead. For me, I will be sticking to my jewels and candy.
References bellezaelaena 2014, ‘Online gaming has a good and bad impact’ [image 7], 24 September, viewed 31 January 2015, < http://bellezaelaena10.blogspot.com.au/>.
de Zwart, M & Humphreys, S 2014,' The Lawless Frontier of Deep Space: Code as Law in EVE Online', Cultural Studies Review, vol. 20, no. 1, pp. 77-99.
Go-Gulf 2013, ‘Social gaming industry – statistics & trends [infographic]’, Go-Gulf, 18 April, viewed 29 January 2015, < http://www.go-gulf.com/blog/social-gaming-industry/>.
O’Halloran, B 2013, ‘7 best online gaming communities’, Whatculture, 12 January, viewed 29 January 2015, < http://whatculture.com/gaming/7-best-online-gaming-communities.php>.
Ronrik n.d., ‘Mobile phone social games – play when you would like’[image], Ronrik, viewed 31 January 2015, < http://ronrik.com/augmented-reality-blog/mobile-phone-social-games-play-when-you-would-like/>.
Suzor, N & Woodford, D 2013, 'Evaluating consent and legitimacy amongst shifting community norms: An EVE Online case study', Journal of Virtual Worlds Research, vol. 6, no. 3, pp. 1-14.
Swinburne Online 2015, ‘Week 10: social gaming: playing the crowd’, MDA20009 Digital Communities, Learning Materials on Blackboard, Swinburne University of Technology, viewed 27 January 2015.












