Social Gaming Effects on Human Behavior With Regards to Socializing and Interacting With Others
These changes are self evident. It is not difficult to remember a time in which video game use was the exception instead of the norm. Even in the legal system the presence of video games continues to grow. For example, former Florida attorney Jack Thompson has become increasingly well known in his attempts to censor, and in some cases, completely ban the sale of some video games such as the popular Grand Theft Auto series (McCauley, 2009). On the other hand, some politicians, such as Bob Dole, are embracing the gaming community and actively campaigning in virtual worlds such as Second Life (McCauley, 2009).
As Wan and Chiou mentioned in their study, these needs are mentioned as need for fun, entertainment and recreation, overcoming psychological mechanisms, running away from reality, mutual social interactions, need for arousal and competition and need for feeling powerful expressions, like those who seek computer games in order to satisfy their social interaction because they would experience anxiety and distress facing the real world’s social situations. The players may practically prefer all the social interactions and relations occurring in the virtual environment to the real world, and they provide the need for stabilizing the social situation and sense of belonging through interaction with other playmates in the game. Moreover, recent studies showed that excessive use of computer games (more than 20 hours a week) would lead to negative impact on health, negative moods, depressive syndrome and weak social interactions.
Unfortunately, these thoughts are often said to be difficult to change later on in life. Therefore children begin to think that violence is normal behavior as depicted in the games. The idea of violence in video games can be similar to that of domestic violence, where children who are exposed to violence either become offenders or victims as they believe that what they observe is the norm (Tompkins 2003). The development of these thoughts in gamers could potentially lead to gamers becoming more violent and aggressive over time.
However, the social networks and personal relationships that form the base of these communities may survive even though the disbandment of a community. It is possible that a new multiplayer community rises out of the old one’s ashes.
Martey, R., & Stromer-Galley, J. (2007). The digital dollhouse: Context and social norms in the Sims online. Games and Culture, 2, 314-334.
McCauley, D. (2009). GamePolitics. Retrieved February 16, 2009, from GamePolitics Website: http://www.gamepolitics.com
University of Jyvaeskylae. "How Does Online Gaming Affect Social Interactions?." ScienceDaily. ScienceDaily, 20 September 2007.