Through the formation and participation of major professional online game competitions to more leisure forms of gaming entertainment such as popular YouTube channels, online gaming is continually growing from a form of hobby and quickly becoming a mainstream form of lifestyle. The idea of friendships initiating solely online, and growing into complex relationships that readily provide and accept social support, has become a vibrant social experience. Video game genres such as MMO’s (Massively Multiplayer Online), which could be subcategorized into genre’s such as MMORPGs (MMO Role Playing Games) or MOBAs (Massive Online Battle Areas), aggressively inspire interaction and communication between gamers. Popular MMORPG’s such as World of Warcraft offer involving storytelling and large scale boss fights that require large amounts of teamwork and cooperation to succeed. These features strongly motivate communication and collaboration, which in turn possibly begin the development of acquaintanceship between players. The aspects of online relationships have only just begun to develop as a field of study in social psychology. More extreme aspects of online interaction and conduct have been studied in the past. Topics range from cyber bullying (Thacker, 2012), to online romances (Huyhn, 2013), even sexual and gender identity (Martey, 2014). The topic suggested here is more concentrated on social and emotional support, more precisely: Does the anonymity of being online allow people
Whether it is in a real world or cyber space, meeting people seems to be an almost inevitable part of modern daily life. Meeting or interacting with new people can be stressful. When people encounter a stranger, they try to avoid or reduce it by getting as much information as possible in the course of the conversation or interaction. There is an average of two gamers in each game-playing U.S household as shown in the research of ESA Entertainment Software Association (2013). According to ESA’s Effective Facts, over 50% of Americans are playing video games that means at least one of the average U.S. household owns dedicated game console such as Xbox360, PS series, etc., Computer, or smartphone. The average age of game players is 30 years old. In that manner, the video games are not the property of the children anymore. Playing video game becomes as an important social issue. This particular study investigates video game reduces the social anxiety.
Due to recent events “The Growing Cowardice of Online Anonymity” by Richard Bernstein, strongly resonates with me. In today’s world the internet has pros and cons. Although I believe online anonymity was initially intended to provide a layer of safety to those engaging in the use
Now that technological companies all over the world have set most of the seven billion individuals in the world with a computer, smartphone or tablet, it is time for better software to use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ‘fastest growing platform’. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ‘gamer’ refers to an individual that plays a game or games, typically a participant in a computer or role playing game. The gaming community has grown so wide in the last few years because of the shift from single player games to multiplayer games on the internet
World of video games is a vast digital land that provides hope and entertainment to countless generations who chose to press the power on their console or device each day. The community that has grown through the gaming community has reached out and provided a way for people to connect with others from thousands of miles away. That digital bridge is also a community connection reach the troops deployed overseas.
Yong, M.K, & Young,T.(2013) Media technologies and learning in the starcraft esport community. CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work. 387-398
Finkel, E.J., Eastwick, P.W., Karney, B.R., Reis, H.T., & Sprecher, S. (2012). Online dating: A critical analysis from the perspective of psychological science. Psychological Science in the Public Interest, 13(1), 3-66.
This week in class, we talked about the rise of our social lives online and the how the Internet is leading to our social world to be both smaller, as it creates shorter paths to other individuals, and with a wider reach, as it connects us to friends from all over the world. In “Separating Fact from Fiction: An Examination of Deceptive Self-Presentation in Online Dating Profiles” done by Toma, Hancock, and Ellison, further expands on this idea by discussing how the rise of our online social lives has also changed the our romantic lives.
In this paper, I have discussed how online dating is becoming popular and how the individuals are usually deceived by it. I have also discussed how the new television show Catfish is turning out to be a great example of how social media has changed online dating. All in all, I have covered the negative outcomes of online dating.
There is a huge online amount of people watching professional gamers. In 2013, seventy one million people had watched the League of Legend Season 3 World Championships according to Superdata, a games research company. Watching other people play video games- or eSports- is a big business. 35 million watched from the US, 23 million of which were adolescents(Mironi 1). The question is why would people want to watch other gamers? SuperData’s Ceo Joost Van Dreunen responded “They want to be able to learn new moves and improve their skills”. Multiplayer games and shooter games takes a long time to master(Leo 3). The better players watch for hours and study the professional gamers to see how they can improve
In recent years, social penetration theory has been the focus of many online studies,and has been applied to, or adapted, in the context of online relationship studies, such as sexual self-disclosure, online friendships, and online social networks. (Tang & Wang, 2012) The social penetration theory as Joseph DeVito writes in The Interpersonal Communication Book is a theory not of why relationships develop but of what happens when they do develop (DeVito, 2016, p. 237). While there are a few concepts that are encompassed in the definition of social penetration theory, there are two prominent parts and they are, breadth and depth. The breadth of a relationship refers to the amount of topics you and your partner talk about, and depth refers to the degree to which you penetrate the inner personality—the core—of the other individual (DeVito, 2016). In simpler terms, “how do you let people in,” and “how much and how in depth do you go into a topic?” Let it be known, however, that there is such thing as a withdrawal between the amount of breadth and depth communicated between individuals in a relationship. Such a concept is known as depenetration. While there will be a fairly low amount of attention paid to this concept, it’s important to understand that this contrast of social penetration exists.
Cyberbullying is one of the main issues overtaking society today in the opinions of seventy six percent of people from the ages of fourteen to twenty four. Fifty six percent of the people in this age group are the victims of cyberbullying through both digital and social media. Another problem, according to seventy one percent of people, is sexting, when a person receives or sends inappropriate sexual messages. One out of every three people suffers from sexting habits, and fifty one percent of people from the ages of fourteen to twenty four have admitted to it. Ten percent of these people had not met the recipient of the messages in person, and about half of the people were under pressure to send these violating messages. Digital abuse in relationships is a problem that reaches forty-one percent of couples. Three in ten people are checked on through the media by their partner, and twenty seven percent of the people who are in a relationship have been forced to share the messages they have sent or received with their partner. Last but not least, one out of every two people has observed discrimination through language on social networks. Fifty one percent of people think this is wrong, but forty-six percent of people think it is okay as long as the sender makes it clear that they are joking. Similarly, fifty four percent of people believe close friends can
In today's post-modern society, dating practices are both vast and varied. People meet their romantic partners in any number of locations including at work, at the bar, and increasingly, on the Internet. Online dating has become very popular over the past decade, and according to a study done in Washington DC, over 74% of single Internet users in the US have taken part in at least one online dating-related activity. In addition, this study found that 15% of American adults (that's 30 million people) say that they know someone who has been in a long-term relationship with a partner they met online (Biever, 2006).
The article I am going to review is Productive Players: Online Computer Games’ Challenge to Conventional Media Forms, written by Sal Humphreys in 2005. The journal was published in Journal of Communication and Critical/Cultural Studies and the author is a creative industries researcher who works at the Queensland University of Technology in Australia. The article is mainly about an emergent form of the relationships in computer games—how the social relationships have changed to adapt to new types of community networks, using EverQuest as an example. In the
Development in technology brings many things that people don't have many years back. One of these things is online gaming that is provided by the internet.
Gaming has been such a huge part of nearly everyone’s life growing up as a kid and it’s only getting bigger and bigger every day. Growing up as a kid, online gaming wasn’t as popular as it is today. I started off with a Gameboy and Dreamcast console that later shifted to better consoles like the PlayStation, Xbox, Wii, and Nintendo. Nowadays, almost everyone, including myself, have shifted to the more popular gaming platforms in mobile games and online PC games. More specifically, certain types of online gaming styles like FPS, MOBA, and MMO are distinctly more popular than many others. Not only has the popularity for online gaming platforms evolved but the importance and relevance of