#NET102 – Implications of casual and social games on the Internet for online gaming and everyday life

What are the implications of the rise of casual and social games on the Internet for online gaming and everyday life?

I’m sure there are a variety of implications for online gaming and everyday life. Reading through the DA14 report, I saw a lot of positive comments about gaming in the context of the family home. Popular comments revolved around the family being able to spend more time together and have fun by sharing in the experience of games. The statitics presented in the report were quite high for the amount of people who had a console or some kind of access to games in their household, with the average frequency and duration of play being daily and for one hour at a time respectively (Interactive Games and Entertainment Association, 2014, p. 16). Whereas gaming used to be viewed as fanciful and a waste of time, according to this report, higher importance is being placed on gaming as a form of socialising with friends and within the family unit. It is also viewed as a good stress and boredom reliever, a help to keep minds active, stimulating and educational.

If this is the case, I’d imagine that it can have positive effects on people’s everyday lives. But, somehow, I don’t think this is always the case. Wouldn’t this be dependent on the amount of hours spent playing games, what type of games they were and whether or not people were mostly playing solo or with friends and family? I have heard of instances where gamers are obsessive about the game, letting it control their lives and daily interactions with others in negative ways. However, I also see the benefit of games – they can be highly educational, with the potential to build a peron’s fine motor skills, negotiations skills, team building skills and a vast array of other types of skills needed in everyday life. I suppose, like with everything, moderation is the key to making sure the implications of online game play has positive rather than negative outcomes.

Reference

Interactive Games and Entertainment Association. (2014). Digital Australia 2014. Retrieved from http://www.igea.net/2013/10/digital-australia-2014/

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About Maha @ Uni

Studying online, and want to keep a record of my progress and experiences...
This entry was posted in #NET102, Effects & Meaning in Gaming, Everyday Life, Games, Gaming, Gaming Discourse, Play, Pleasure from Gaming, Social Gaming and tagged , , , , , , , , . Bookmark the permalink.

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