Friday, November 30, 2012

Interview #1

            This post contains an interview with Scott DiMonda, the Editor-In-Chief of Platform Nation. Platform Nation is an organization focusing on gaming news through the support of writers and podcasters.
·         What are your experiences with gaming?
I have been gaming since the Coleco Telstar that I received as a Christmas present, (I was about 8) to today.  I did take a small hiatus from gaming for about 5 years and then I purchased the PlayStation and haven't looked back since.  I own all the major consoles and just have even gotten back into PC gaming. As some may know I even took my gaming to the next level and became a writer at Platform Nation, and worked my way to Editor-in-Chief.  I not only have the aspect from a gamer but as media that sometimes gets a look at things the regular gamer may not see.
·         Do you think video games help or hurt social interaction?
When non-gamers hear the words video games right away they think "Loser in Moms basement", but I like to tell them when was the last time you spoke to your friend while playing a game together that live in another state or even country. So in all I feel it helps social interaction.  The shy kid in school may be the kid you are playing Halo 4 multiplayer pulling off spectacular head shots and having a conversation with his team and not having to worry about the way he looks, the way he handles himself.  He may be the one that opens up while playing games and may be his or hers only means of conversation without being picked on.
·         What are your thoughts of gaming industries promoting their products through various media?
Some of the commercials that come out for games are the real seller of the games.  Let's take Call of Duty: Black Ops 2, that commercial is awesome, but doesn't simulate gameplay, but a lot of people will buy that game because of the commercial.  Video Gaming is a huge business and PR firms take full advantage of getting the exposure for their game, and with all the social media stations available they reach a different target with each one, so it is good.  I am not a Facebook user but I do use Twitter, so if they didn't promote via Twitter I may be left out of the loop.
·         What is your opinion of gaming influencing learning capabilities?
Depending on the game(s).  There are a lot of great games out there that can help people learn.  From reading the captions on the bottom of the screen for those that may not be good readers, to hand eye coordination, we are always learning and if more people realized some of the advantages of gaming may help some with learning disabilities out.
·         How do you think society would differ if gaming cease to exist?
If gaming was to cease to exist I think we would all have different hobbies and may go back to the traditional hobbies from the past.  From stamp collecting to coin collecting (which aren't big anymore, because we all use debit cards anymore and rarely carry cash so collecting coins is harder and stamps aren't big anymore because instead of sending a letter we send an email, so with technologies bar raising so does the way we communicate and act).
References
(Scott DiMonda, Personal Communication, November 12, 2012)

World of Gamers


            As stated in previous posts, gamers are everywhere. Now I will go in depth and explain what that means. Gamers are not from one specific country of some part of the continent, they are every country of the world. True, some countries have a greater population of gamers than others, but there is at least one in every part of the world. Some of what I will describe might interest you.
            With the world full of gamers, connecting with other players is common. According to an article of demographic factors, “By far the most popular reason was that Everquest is a social game (24.6%). Other popular favorite reasons include being able to group together with others (10.2%), being part of a Guild membership (10%). And the fact that there was no end to the game (10%)”[1]. Everquest is a game featured all over the world. The fact still remains that most gamers enjoy communicating and spending time with other players.
            When it comes to gaming online, each country has some weight of the population. According to the article, data was taken to determine the nationality of gamers that play the game Everquest. The results include…
1.      North America – 76.7%

2.      Europe – 20.0%

3.      Australasia – 2.8%

4.      Asia – 0.6%
The results seem accurate in terms of today’s gamers. Most players on any online game derive from America. The irony is that Asia has the highest population in the world, but has the least contribution in gaming. The problem could be the lack of technology in some continents, as America is more developed than Asia in terms of electronics.
            The world has gamers from all the continents with nearly the ideal purpose for gaming. Some have more gamers than others, but overall, there will always be a way to connect and know other cultures.
References
[1]. Chappell, D., Davies, M. N. O., Griffiths, M.D. (2004). Demographic Factors and Playing Variables in Online Computer Gaming. Retrieved from http://documents.univ-lille3.fr/files/espaces/pers/21/P4721/public/21/MMO1%2021.pdf

Friday, November 16, 2012

Lifestyles of Gamers

             Have you ever wondered what type of people play video games? Gamers come in different shapes, sizes, and forms. Gamers are unique in their own way. They can be anywhere from a teen in their room to a highly successful business executive in the office. They can even be internet online users. Take a look at some of the type of gamers that support society in the infographic. The data in the infographic is composed of data from the article “Lifestyles of Online Gamers: A Psychographic Approach.” Viewers will be surprised by how gamers live.
            Though the data may seem outdated, the fact is that the data only slightly changes every year. The lifestyles don’t change drastically and has continued to be around the same average. Even with other current infographics, the data almost duplicates the same results.
            The data also helps industries and advertisers how to promote products. As stated by the article, “The use of online games as advertising promotional communications tools also has the benefit of making it possible to implement viral marketing…However…Little academic research to date has been conducted on who adult online gamers are and what their attitudes and motivations are”[1]. If advertisers find the right type of people, they will be able to promote across larger regions.
References
[1]. Doyle, K. O., Lee, M., Youn, S. (2003). Lifestyles of Online Gamers: A Psychographic Approach. Journal of Interactive Advertising. Retrieved from http://jiad.org/article35

Friday, November 9, 2012

I'm Game

            I have gone through in past posts talking about the effects of how gaming has changed society. Now I want take a break to give my own experience as a gamer and how gaming has changed me. In the podcast, I will address opinions of some benefits of gaming and how other gamers may relate.



            I am involved in a group of the deep thinkers and strategists whom may share similar benefits of gaming. As stated in “Meet the Gamers,” “...game cultures promote various types of information literacy, develop information seeking habits and production practices (like writing), and require good, old fashioned research skills”[1]. From what you know about my thoughts, the next post will focus more as gamers as a whole.
References
[1]. Squire, K., Steinkuehler, C. (Apr. 2005). Meet the Gamers. Library Journal. Retrieved from http://website.education.wisc.edu/kdsquire/tenure-files/27-library-meet-gamers.pdf

Be Realistic

            Have you ever played a game that seemed so realistic that it felt like you were there? I have played my share of games to say some are real in many ways. I have played action-shooters based on war and the characters, the weapons, and environments seem to replicate real life. In one way or another, the games we play replicate some form of realism that impacts the society.

            Realistic gaming graphics is seen as a way to teach people. For instance, realistic gaming can teach about using technology. As stated in the article, “Social Realism in Gaming,” “…Because life today is so computer-mediated, gamers actually benefit from hours of realistic gameplay. The time spent playing games trains the gamer to be close to the machine, to be quick and responsive, and to understand interfaces”[1]. Gaming can actually be a teaching tool to understand how computers work.
Realistic gaming can be useful for the armed forces. “This was Ronald Reagan’s argument in the 1980s when he famously predicted that action videogames were training a new generation of cyber-warriors…Today it is evident that he was right: flight simulators, Doom and America’s Army (2002) are all realistic training tools at some level…”[1]. Training future soldiers for war is simple to the fact that with realistic games, soldiers will be familiar with the basis of combat and replicating the feeling of war. Realistic games that showcase environments will teach soldiers about terrain layout and have a sense of what the world looks like.  
Ever taken a good look at the colors and artistic style of some games? Another important use of realism is to emphasize aesthetics in art. “To find social realism in gaming one must follow tell-tail traits of social critique and through them uncover the beginnings of a realist gaming aesthetic…there are games that begin to approximate the core aesthetic value of realism…”[1]. Games are starting to become works of art that artists find them as inspiration.
            Gaming graphics have improved from classic 8-bit to HD three dimensional figures. As the graphics start to become realistic so to on how they impact us. Realistic games influence education, self-defense, art, and much more. When you play your next video game, take time to appreciate what you see.

References

[1]. Galloway, A. R. (2004, November). Social Realism in Gaming. Game Studies. Retrieved from http://gamestudies.org/0401/galloway/

Friday, November 2, 2012

Gender in Gaming

            Not that I’m a sexist person who believes in male dominance, but when I was kid I couldn’t see gaming as an interesting hobby for girls. I usually saw girls interested in gossip, clothes, or celebrities. However as years went by, I have noticed a change gaming dynamics amongst males and females.
            In the past, video games were more associated to males. Males themselves considered gaming as a masculine activity. According to the article by Jo Bryce and Jason Rutter, “Most research has examined barriers to female access to technology, ICT use, and associated technologically mediated leisure activities such as computer use and computer gaming…From this perspective it has been argued that these technologies are associated with a highly gendered and masculine culture”[1]. Females were not tech savvy and didn’t consider technology as a true leisure activity.
            Hitting into the new millennium, females became more recognized as gamers. “…mid 1990s suggest that a large percentage of females of a comparable age range report playing computer games for approximately 1-2 hours a week…Colwell and Payne (2000) provide evidence that 88% of those 12-14-year-old females surveyed played computer games on a regular basis”[1]. As indicated, the percentage of female gamers and increased along with the hours these gamers play.
            With advancing technology, more ways of becoming socially active became available. One of the ways is virtual game space. Virtual game space is the online community of gamers who want to enjoy chatting and pairing off with friends. The space also had an increasing amount of female gamers. “For female gamers, the anonymity of virtual game spaces provides the opportunity to compete against male opponents free from markers of gender, and reduces stereotypical behavior towards female gamers”[1]. Females now had a reason and the chance to game like male gamers.
            Gender separation had been a problem in the past. Males and females had their own agendas. However, as video games were evolving, female gamers rose to the challenge of fighting to be as good as male gamers. In essence gaming, socially helped develop the female gender and put a crack in gender separation.
References
 [1]. Bryce, J., Rutter, J. (2003). Gender Dynamics and the Social and Spatial Organization of Computer Gaming. Leisure Studies 22. Retrieved from http://web.nmsu.edu/~jalmjeld/onlineidentity/readings/gender_dynamics.pdf

PC & Social Websites

            Do you like using a PC? Do you like going to social websites? Do you love playing games on these websites? If yes, then consider yourself part of the gaming population. When you think of video games, the first thing most would think of are the current generation consoles: PS3, 360, Wii. However, the term “video game” also includes PC users and online users.

            PCs have many qualities and one of them is being highly efficient for gaming. As stated in Harz’s article, “67 percent of homes in America either own a console or PC used for interactive entertainment…”[2]. Majority of homes have some sort of gaming console which include PC. PCs also have the unique quality of surfing on the web. As users surf on the web, they may eventually stumble across numerous websites, one of them being social.  
            Social Websites are a popular way to find people around the world, express opinions, and build relationships. Yet, websites like Facebook also contain social games. Social games are unique in that not only are they a way of entertainment, but also a way to play with other people online across countries. According to Davis Kho’s article, “The term ‘gamification’ refers to application of gaming techniques and mechanisms…integrating these techniques into online interactions appeals to a range of fundamental human desires, including rewards, status, achievement, self-expression, competition, and even altruism”[1]. Social games provide the same feeling of success as with console games, but developers of social games find it a need to combine success with social interaction.
            As I think about it, that sounds right. I sometimes go on Facebook and play different games, like FarmVille or CastleVille and invite players to join my game. Usually afterwards, the players and I have a better friendship. As stated in Davis Kho’s article, “Good game design must inspire a larger purpose or meaning for the user. ‘It may be increased status, social impact, more knowledge…Those types of intrinsic rewards are even more important than prizes and other extrinsic rewards’”[1]. The reward for these games is more than points or medals, but to build your social skills and learn more of society.
            PCs are a path to online worlds filled with social interaction. Social Interaction is made possible by popular websites filled with casual people, businessmen, and even gamers. Gamers playing online social games have greater benefits than winning games, but winning a part of society. 
References
[2]. Harz, E. (2010, July). Everyone and their Mother’s a Gamer. Adweek. Retrieved from http://www.adweek.com/news/advertising-branding/everyone-and-their-mothers-gamer-102798