The Positive Influence Of Game Socialization On Real Interpersonal Relationships
For a long time, the game player in mind is a young man who escaping from the outside to play video games in the room.
The biggest difference between gamers and ordinary people is that they mostly play games without social interaction.
However, in today's society, more and more people are no longer just playing games alone or limited to friends.
With the rapid development of technology, today's game has become a tool to communicate with friends, relatives or other players.
This change includes a computer game player from single to multiple players, or players can interact with other players online game information.
The main purpose of this article is to describe that games are no longer just a pastime for early otaku, but become more and more social tools for social interaction.
This article compares the team of the first person shooter game community (often referred to as "Clans") with traditional sports communities to analyze the properties of these two different types of activities.
Meanwhile, casual social games on social networking sites are popular for promoting dialogue and communication with friends and family members.
This article will take the massively multiplayer online role playing game as an example to describe the change of players' relationship from real life to the game world.
All kinds of people, including teenagers, middle-aged parents and grandparents, regard games as a social activity and actively interact with the society as a whole.
Player play
Game
(especially the first person shooter) the two motivation is to defeat the opponent and improve the game skills.
Like the call of duty and Xbox 360 multiplayer game, there are two opposing teams, each individual player in each team is composed randomly. After reaching a certain number, the team can find the opponent to perform some specific game duel.
This easy to play game (PUG) can be seen everywhere, just like a few people in the park can form a basketball team and look for other teams to play temporary games.
Through this kind of social activities, a friendship relationship can be established among different players. This relationship is like a "chain social capital", that is, "to shorten the relationship between strangers, so as to achieve the diversity of network circulation and information flow."
But unfortunately, the strength of each member of this team may be very different, whether it is a player or a basketball player in the park.
Maybe a game is simple for a skilled player, but for those who are not yet skilled, it may be very difficult.
Moreover, in the same temporary team, if players are not familiar with each other, their communication and communication will have great problems.
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There are 2 ways to avoid this dilemma: one is that when players are organized into an online game group, he should have a deeper understanding of the game, and the other is that players can play the same game with their friends.
These two methods have a strong social tolerance for players. Apart from face-to-face communication, the game center can provide an additional interface for players.
When the player enters a game center or is assigned to a game group, the player will choose friends or familiar people to play together, because the friendly jokes and clear competition between friends will make the relationship between players more relaxed and enjoyable.
Frostling-Henningsson's survey shows that when a player in a game team plays games together, they will be able to better understand other players' character and game style, and will also better promote this game team to win in the game duel.
Besides, winning part of the game or whole game is a very enjoyable entertainment experience for gamers.
Compared to individual players, a team of friends can know some favorable information beforehand, including who is the most powerful defender in this group, who is the best shooter and who is the best tactician, etc. this information will effectively promote the team to win the final victory in the game.
When friends decide to win games together, they may spend a lot of time together practicing and playing games everyday, that is, their sense of responsibility for the whole group is greatly improved.
In the game world, when a player joins a game (such as landing GameBatteles), his sense of responsibility will increase.
With this sense of responsibility, players will collaborate with each other to enhance friendship, which is not the same as sharing social activities, because in this process, the relationship between players will become more and more intimate, and really become two members of the game group.
The only difference between the actual basketball game and the game is that the former requires all participants to compete in the same place, while the latter does not have such a restriction unless the player chooses to do so.
Before the basketball match, the telephone communication after the match or in the match, teamwork, participation of players and enjoyment of the whole game by the players can be regarded as a social behavior.
In this case, this is not the only case. We can see clearly the interpersonal relationship in the real world changing to the interpersonal relationship in the game world.
Another typical example is that on social networking sites such as Facebook, players can play casual social games with relatives or friends.
Modern society
Interpersonal relationship
The relationship includes a number of social interactions in the field of data, which provides a wide range of opportunities for the development of social games on social networking sites.
Facebook is a typical example. On this platform, many casual game players play games just for entertainment, and do not want to invest a lot of time and energy in a game.
This casual game is usually relatively simple, including game control and game settings that allow players to easily get started, and also enable players to be interested in inviting other friends, including those who are already playing other games, to play games.
Compared to the first person shooters and massively multiplayer online games, the casual social games are more likely to allow players to entertain in entertainment.
However, according to a survey conducted by Di Loreto and Goua Ch in 2010, "on the Facebook platform, there will be only a small number of players or a specific game where there will be players' cooperation."
The reason for this is that there are countless different types of games on the Facebook platform, and it is hard for players to experience together in a game when faced with numerous choices.
But these social games have some common functions, including leaderboards, chatting and gift giving.
When players use Facebook's network information to enter the game, they will be able to feel this social function.
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So in the same game, players can know which friends have played, and see who is the strongest player in the game through the charts.
The jewel blitz blitz is a good example.
In this game, players can see the highest score of other players in the right side of the game's main screen.
The ranking function can motivate players to play hard to get higher scores and beat other players. This will help to stimulate healthy competition among friends and promote further communication between friends.
According to the psychological analysis of Murray (Murray, psychologist), especially the analysis of power and ambition, developers want to see the competition of players through the ranking function.
In addition, the gift giving function can also help promote communication between players, because some games require players to not get gifts themselves, "they must be given gifts by friends or neighbors, so that players can get gifts".
Games on Facebook promote a harmonious social interaction by promoting healthy competition among friends and encouraging friends to communicate during games.
The important difference between the game on Facebook and the massively multiplayer online game is that the former provides players with different games to further communicate and interact in the data field, while the latter prefers players to play games at the same time and enhance relationships in games.
Massively multiplayer online role-playing games are based on
fictitious
In the world, players create their own game roles and complete the designated tasks, collecting the designated energy and finally defeating the enemy's game.
Although literally, this is a game that requires team formation. Players need to exchange props and information to continue the game, but in fact, players can play games on their own.
In some large massively multiplayer online role-playing games (such as World of Warcraft), when players reach a certain level (World of Warcraft is specified in level 85), there must be a "friendly relationship" with other players.
In order to form such a "friendly relationship", players must join some "groups", that is, the internal relationship between games based on common interests and purposes in games.
Members of this group are usually made up of net friends or real friends and relatives.
Williams, Ducheneaut, Xiong, Zhang, Yee and Nickell found in the study that the vast majority of "groups", especially those with less members, had greatly improved their social interaction in real life. "About 75% of the small groups are made up of friends or relatives in real life."
In fact, forming a "group" relationship in the game helps players develop relationships in real life.
The "group" relationship formed in this way is like a real friend forming a team to participate in online or real life competitions.
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From the above description, we can see that players can promote relationships between friends and loved ones in real life through games.
However, the social benefits and possibilities embodied in the massively multiplayer online role-playing game originally played by players are also a problem that we can not ignore.
Although players are playing games alone at the beginning of the game, the game between players will become more and more intense as the game progressively develops.
This situation is similar to the situation of new employees entering the company.
When he first came into office, he was sure that no one knew him, but as time went on, he might make good friends in the company and would extend this friendly relationship to everyday life.
At the same time, establishing friendly relationships with players in massively multiplayer online role playing games can help players further expand the "social connections".
The game's internal functions also include a variety of chat channels. Players can use these functions to express their personal needs to friends, discuss strategies with friends, or carry out the most pure conversation.
At the same time, players can also use "character behavior" in games, such as waving, dancing or hugging, to communicate with friends in real life.
Game chat is done mainly through Internet telephony, "group" websites, forums and instant messaging.
These functions are indispensable in the player's game process, that is, "the most popular function in adult players and young players is social functions, and if a player's message board has more than 69% responses, then this player is very good at social interaction."
From the above description and the reasons why players play games, we can see that they are not only playing games for playing games, but also hoping to make friends with like-minded friends from them.
Sum up
The former part of the article mentions that earlier descriptions of gamers were no longer applicable to players in today's society. With the development of the Internet, games were no longer an early personal game, and became an important tool for players to engage in social interaction.
Because of the popularity of the Internet, players can now interact with friends more frequently in the first person shooter game.
Players can communicate with each other, play the same game at the same time, even in the same game group, or they can play some face-to-face games in the local game center.
At the same time, Facebook also provides some asynchronous social games for players who do not want to play games with friends or do not have time to play games.
Players can interact with other friends through online social interaction on the Facebook platform, such as using billboards, gift giving and chat, although this interaction is relatively passive.
Many friends and relatives who play World of Warcraft games enhance their friendly relationship through games.
Massively multiplayer online role-playing games can be regarded as the most social pastime through the use of various communication channels, including chat, character animation in the game, voice communication tools, websites and forums.
The last is the three point of the game: the game is no longer a single game; the game is no longer an anti social behavior; the current game is the social activities of millions of players around the world.
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