This is so funny because it’s so true. Just because lots of content on the Internet is free (or easy to rip-off) doesn’t mean we should.
Link to the original creator.
This is so funny because it’s so true. Just because lots of content on the Internet is free (or easy to rip-off) doesn’t mean we should.
Link to the original creator.
There is still a strong social stigma attached to people who confess to regularly playing computer games in western culture. The lingering stereotype of gamers being solitary male teenagers with poor social skills persists, despite studies showing that the average gamer is 30 years old, and has over 30% chance of being female. The fledgling industry is now breaking into the mainstream, and the rise of casual and social gaming has turned the games industry into a $39 billion per year powerhouse of entertainment. In the next 12 months, this figure is expected to balloon into $55 billion per annum, which is a figure that will rival the international film industry and predicted that it will soon be the preferred and dominant form of entertainment.
The popularity and rise of recent casual and social gaming owes much thanks to the phenomenal success of the Nintendo Wii games console, who’s success is largely the result of it’s ability to not only break through the traditional image of the games industry but to transcend it entirely. The Wii made gaming accessible; making games a social experience anyone could enjoy (particularly families and the elderly) – opening up games to a new and untapped demographic . While not the sole reason, it was one instrumental in the rise of casual and social gaming, which in the past 12-24 months has become a seeming tidal wave of success.
There is a deep psychology to gaming that’s yet to be fully understood. Researchers have found that games provide “sense of freedom and connection to other” and this lets us explore ourselves, our friends, our families, but also complete strangers in way we could never do during a face-to-face interaction. Playing games, particularly online, gives us remarkable insight into other people free from typical social constraints, for example PlayStation’s Smash Up Derby allows users to drive classic motor cars, like the T-Bird; but also drive them at breakneck speeds into other users.
This combination of reality and fiction is deeply stimulating. It also allows us to validate and test our moral systems, since people can be exposed to morally questionable situations that would never arise organically in the real world. Studies also suggest that games make us smarter. Educational games such as Immune Attack (presented by the Federation of American Scientists) provide mental and social benefits to players. Unfortunately, there is also a cost. Games are highly validating, in that they provide a source of fun, thrill, competitiveness and this makes them very addictive; although there is a lack of formal diagnosis in current medical or psychological literature. Unfortunately, the number and frequency of deaths and illnesses resulting from online game addiction continue to grow.
While social and casual gaming can clearly enrich our lives and relationships, we must be mindful of the possible problems when taken in excess.
This post is a slightly modified version of a piece I wrote for a University assignment for the Curtin University Subject Internet Studies 102/502: The Internet and Everyday Life, answering the question: What are the implications of the rise of casual and social games on the internet for online gaming and everyday life?
Stefana Broadbent’s TEDTalk about how social media is enhancing personal intimacy and personal sphere’s penetrating the workplace.
“research [that] shows how communication tech is capable of cultivating deeper relationships, bringing love across barriers like distance and workplace rules”
Cross-posted from the Particls blog.
A recent headline from the Australian ABC really grabbed my attention today. Its says:
“MySpace and MTV say they have joined forces to let candidates for the US presidency individually discuss ideas and issues with young people in online webcasts.”
This sort of news really excites me because its seems, like never before just as the audience has the power in the web, the world can now have the power over governments. I’m sure there are many people who will complain about the potential bias of MySpaces cooperate linage – but I am of the optimistic belief that any conversation, especially political direction and debate is ultimately positive.
Its a perfect example I think of social media reaching out to the masses, giving people from all walks, the chance to be heard.
It also got me wondering, how would have the 60’s, 70’s and 80’s been different if we had Social Media and Social Networking resources back then? I wonder if Social Media might put us on path to finally start getting over our differences and start getting the work that needs to be done; done?