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
[1]. Davis Kho, N.
(Mar. 2012). Getting Gamified. EContent.
Retrieved from http://www.econtentmag.com/Articles/Editorial/Feature/Getting-Gamified-Publishers-Score-Big-With-Online-Games-80935.htm
[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
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