Are online gaming communities the new members? clubs or will the next generation of on-line gamers will be lacking any social skill who can not recognize a three dimensional object even if it falls on his head? Searching at some of today?s on the web games shows that in spite of all the gloomy prophecies, virtual games generate a new, larger, world-wider form of communities based on human interaction.
One of the most ancient and typical claims against on the internet gaming was directed towards its anti social nature. Net opponents saw online gaming as the community enemy, which causes people to prefer the solitary act of playing world wide web games over taking component in far more traditional varieties of social activities such as playing sports games, visiting the nearby bingo hall, etc.
Nevertheless, the growth and the development of on-line games, produced this claim a little bit irrelevant. About ten years of broadband web access proves the opposite: on the web gaming is a social activity by nature. From classic card, board, puzzle, and sports games to massive multi player on the web games (Second life, World of Warcraft, etc), on the internet games are absolutely nothing but isolated and/or antisocial.
Let?s take online backgammon for example. Backgammon, the ancient board game, was traditionally played in backgammon clubs as a 1-and-one game or a tournament. Backgammon rules employed to be spread around in the old fashioned viral advertising ? by word of mouth.
But what would do a small town backgammon player who has no backgammon clubs nearby? On-line gaming solved this dilemma. The largest on the web backgammon rooms host hundreds of thousands of players who can practice backgammon games against every other, chat with one an additional, discuss game tactics and technique, share info, gossip and do whatever members of community do when gather together.
An additional game that proves the importance of the social aspect in today?s on-line games is Second Life. The reasonably new game has become a phenomenon. Though defined as a game, Second Life had shed all classic characteristics of a game: it has no rules, no strategy and no actual competition or goal.
Instead, Second Life players, excuse me, residents, can keep themselves occupied in different social activities including getting and selling stuff, throwing parties or becoming invited to ones, exhibiting art objects or visiting art exhibits and involve in other life like behaviors. At the same time they can make new pals and/or foes and expertise the whole scope of human emotions towards one yet another.
These were only two extreme examples ? the classic board game turns virtual and the embodiment of the cyberpunk authors? visions. However, on-line gaming communities are far richer. On-line gaming communities can be based on a shared interest in a specific game or on the abstract notion of interaction. Either way, the basic need in human communication did not pass from the world with 3D internet technologies.
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