Challenging The Stereotype

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THE FUTURE OF MULTIPLAYER GAMING AND ITS EFFECT ON SOCIAL BEHAVIOUR



A piece written and designed by Steven Purvey


CONTENTS


CONTENTS Foreword 6

Then and now

10 - 11

Generations at risk

12 - 17

What type of gamer are you ?

18 - 19

The future of gaming

20 - 23

Only time can tell

24 - 25

References 26 - 27


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FOREWORD

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Recent years have seen video gaming evolve into an integral part of modern culture as the industry becomes increasingly popular amongst diverse markets. The emergence of video gaming can be dated back 30 years whilst board gaming has been around significantly longer. Advancements in technology have created massively engaging gaming platforms which are replacing traditional board games and are introduced to users at early ages. The ability to game and connect with people all over the world from the comfort of your own home has arguably turned gaming into a less solitary activity. It has provided people all over the world with the opportunity to connect, form gaming communities, manifest friendships and in some cases relationships. These technological advancements have significantly changed the way we interact with each other. But how has multiplayer gaming effected us socially, and to what extent? Can advancements in technology help us to interact with each other better? What is the future direction for multiplayer gaming? And will it progress to become an increasingly integral part of our culture?

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NO OTHER SECTOR HAS EXPERIENCED THE SAME EXPLOSIVE GROWTH AS THE VIDEOGAME INDUSTRY - Michael D. Gallagher, president and CEO, Entertainment Software Association.


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THEN AND NOW

The progression of multiplayer gaming has come a long way since the early days of card games and dominoes, however these basic forms of gaming are still enjoyed today, despite the technology giant that is the video game industry. Board gaming aside, the first video game consoles began to emerge in the late 60’s with the introduction of a German engineered console named the ‘Brown Box’ which included two wired controllers. Each player would control a box on screen with an aim to chase and catch the other player. Naturally the console had limited functionality to say the least, but it offered players an important function; friendly, face to face competition. Offering the game in a virtual medium never seen, or used before captivated users and ultimately led to the rapid release of follow up consoles. From the Nintendo Entertainment System (NES), to the Playstation 2 and Xbox, multiplayer gaming remained local and was very much enjoyed by close groups of friends. Although these consoles became the preferred form of gaming, they still preserved

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elements of togetherness and social interaction between two to four players. It wasn’t until 2005-2006 when the Xbox 360 and Playstation 3 were released, that local multiplayer gaming began to decline as a result of network based multiplayer. The convenience of connecting with friends and other gamers worldwide from the comfort of your own home meant there was no need to make a trip to your friends house with a spare controller to play Timesplitters 2 over some sugary snacks. So have these technological advancements restricted our experience and ability to socially interact with one another? To an extent yes, but as technologies rise, so do the opportunities for innovative methods of social interaction. Take the latest success examples of video gaming; the Xbox One and PlayStation 4 are both social media beasts which have put a whole new spin on modern gaming and challenged the archetypal view that gamers are socially inept. When compared


to their predecessor consoles there was a limited engaging social experience to offer. The only means of communicating with a friend or opponent in game would be by means of using an optional headset which not everyone owned. Only recently the Xbox 360 and PlayStation 3 started introducing apps such as Facebook and Twitter to the console; however they showed no real innovation to integrate it with the entire gaming experience. The Xbox One and Playstation 4 offers gamers a whole new user experience, making social experiences

central to the consoles function, thus forcing users to connect and interact more.

In an interview with Michael Dunn, Xbox live program manager, he explains how Xbox One multiplayer has evolved into a more positive social experience, with the introduction of a new reputation system, which helps keep ‘annoying’ players out of your game. This contrasts previous consoles capabilities where reputation was not a prominent feature. By creating reputation,

WE WANT TO MAKE SURE PEOPLE ARE HAVING A F U N E N J O Y A B L E, O N L I N E S O C I A L E X P E R I E N C E. - Michael Dunn, Xbox Live program manager

gamers who ‘troll’ or display abusive behavior are less likely to do so. The following are some other noteworthy features that have been included in the Xbox One and Playstation 4 consoles which provide users with engaging opportunities to maintain positive social behaviors when gaming online. Not at home? No problem. The PlayStation App lets you connect with your PS4 on your smartphone or tablet wherever you are. In game Skype calling - Users are able to have face to face conversations whilst playing an opponent, adding realism to the experience. Upload Studio enables you to easily transform your gaming clips into spectacular videos and share them with your friends.’

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A GENERATION AT RISK?

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There is extensive debate surrounding the negative effect video gaming has on individuals. The industry has received endless scrutiny and gamers have always been coined as introverts or ‘nerds’, portraying difficulty in social competency as a result of extensive screen time. Indeed, links can be drawn between extensive video gaming and anti-social behaviour. However there is catalogue of benefits that many critics seem to glaze over. In relation to multiplayer gaming we have seen social interaction almost reduce with the introduction of network gaming only to see it increase again as new technologies enable us to communicate, both verbally and visually in game, more effectively and with added realism. With social networking becoming another integral element of day to day life, it has become a necessity that gaming platforms allow us to network and form relations in the same way. So is it all that bad?

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Gamers are rapidly learning social skills and prosocial behaviour that might transfer to their peer and family relations outside the gaming environment. - Granic and Lobel et al., 2013

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In a survey conducted on male university students, ninety percent of the surveyed acknowledged that their lives (social and/ or academic) were interrupted by video games and during the session no longer responded to human interaction while playing (Barenthin and Puymbroeck pp.24) Other sources claim the ability to remain anonymous within an online medium such as gaming is problematic and can contribute to behavioural changes. Computer mediated communication means users do not have to see or come into contact with an online opponent, thus their methods and attitudes in relation to social behaviour become distorted. This increase in inappropriate behaviours online has been called ‘cyberdisinhibition’, a term formulated by Daniel Goleman. One adverse effect of cyberdisinhibition is cyberbullying or ‘trolling’, a popular phrase thrown around in todays media. But is this form of anti-social behaviour a direct result of multiplayer gaming? It is very easy to blame gaming, but is this just scapegoating?

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Is it just a simplistic way of trying to explain very complex behavioural problems? The main concern is if altered gaming behaviour is transferred into everyday life. In fact a significant proportion of individuals who bully online do not bully in face-toface situations (Twyman and Saylor et al., 2010, pp. 195--199). However Adolescent cyberbullies have been found to engage in other problematic behaviors as well. For example, they have been found to be more likely to engage in substance abuse and have higher levels of participation in school violence (Sour and Er et al., 2010, p. 720) This seems to demonstrate that people who display dysfunctional social behaviour in multiplayer gaming were already displaying anti social behaviour prior to this, and gaming is just another medium for them to express these behaviours. Indeed it may encourage it, but it is hard to judge to what extent. In contrast more recent studies shed light onto the benefits of multiplayer gaming and argue that modern day gaming is helping us


form social relations and develop skills. Most virtual online gaming environments allow players to gain points or rank based on how well they perform, and most will encourage interaction (by way of utilising team mates) in order to reach an objective. Here, team work, interaction and co-operation are key to a players success. Imagine a ‘capture the flag’ type game mode, whereby two teams fight to gain possession of the flag and transport it back safely to the home base in order to gain points. For a team to win the round they must be able to identify potential threats and protect the flag carrier via effective communication. Subconsciously we are already making rapid decisions about who to trust or dismiss and how to properly lead a group. Given these immersive social contexts, we propose that gamers are rapidly learning social skills and prosocial behaviour that might transfer to their peer and family relations outside the gaming environment (Granic and Lobel et al., 2013). The anonymity of a gaming as mentioned before

frees users of physical judgement. Therefore, could this not be a way for the less confident to enhance social communication and interaction without the fear of being scrutinised by people they know? An article explains how the constraints of not being able to physically interact with an online teammate surprisingly benefits the player. When gamers are playing online, they cannot communicate in person with a member of their team, therefore, they have to try and make a much larger attempt to understand each other (Gameinformer, 2010). If we imagine half a billion people worldwide playing computer and video games at least an hour a day (Ted.com, 2011), it would be safe to say that if anything, we are learning to apply and improve social skills and behaviour in a different context, thus improving our range of social capabilities. Furthermore, given video games are now a huge part of modern culture, they provide common interest and talking points between individuals, which can in turn form strong social relations outside of the gaming world.

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{ WHAT

TYPE OF GAMER ARE YOU?

Despite the various studies, it all boils down to the type of gamer you are. As mentioned before, now that gaming is becoming a prominent part of our culture, we can begin to categorise gamers based on what they play, what console they own, and how often they use it. The increase of social orientated gaming platforms has began to drown out the negative, archetypal perception surrounding people who enjoy gaming. Casual games are developed for the mass consumer, even those who would not normally regard themselves as a gamer. Casual games are quick to access, easy to learn, and require no previous game skills, expertise, or regular time commitment to play. This makes it perfect to fit in the busy life of adults which have little time to play. (Cheng, 2011, pp. 1-4) The Nintendo Wii is a perfect example of a ‘casual’ gaming platform. It has nowhere

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near the processing power of the Xbox and Playstation, but that is because it does not need to. It delivers values similar to those of board games, such as togetherness and fun competition, whilst making it easier to play, and therefore increasing appeal to wider audiences. The consoles unique selling point (movement control) makes it possible for anyone to pick up a controller and play without any prior experience.

Wii is social and active entertainment that brings the whole family together. Power-up your family game night with the Wii™ - Nintendo 2013

In essence, its quick fun for multi-age gamers to enjoy and pass the time with.


This casual gaming style provides parents with a fun and supportive space in which a sophisticated emotional intelligence can emerge. (Shapiro, 2013) This is not to say all casual gamers own a Wii. A casual gamer could own a different console, but only spend short amounts of time playing a game, be it for a study break, to pass time, or to simply disengage their minds from the daily routine.

For the hard core, gaming is the passion. Casual players enjoy games, yet they don’t steep themselves in gamer culture rites like midnight openings.

In contrast a ‘serious’ gamer would be categorised as somebody who spends the majority of their time engrossed in the gaming world. As with anything, the general expression is ‘everything in moderation’. Indeed somebody may be a serious gamer but it does not mean it has adverse effects on the rest of their life. It is largely dependant on how time is balanced. Gaming can be seen as another hobby such as model making, or painting, both of which are time consuming, solitary activities, yet they do not receive the same negative press. It is a simplistic thesis to assume gaming has negative implications on social activity when there are many other influences to be considered.

- NPR.org, 2013

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A SNEAK PEAK TO THE FUTURE So with all of this in mind, what lies ahead for the future of gaming, and how will it effect us as consumers? Two interesting concepts which are in the works and likely to be making an addition to the gaming world in the near future are the ‘Oculus Rift’ and Microsoft’s’, ‘Illumi Room’. The Oculus rift is a virtual reality headset which creates a more immersive gaming experience. Similarly, the Illumi Room attempts to achieve a similar effect. It combines a projector and motion sensor to blur the lines between on-screen content and the environment we live in, allowing us to combine our virtual and physical worlds. Both systems will integrate with next-gen consoles. It is unclear how they will effect social behaviour, but its likely that they will open up new methods of virtual interaction. An interesting direction which the industry could take would be towards augmented reality and advanced mobile gaming, which could be made possible through products such as Google Glass.

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While some of its current games are fairly primitive, they do demonstrate the potential for Google Glass as a gaming platform. It is still early days, of course, but with some reports suggesting that Google Glass will carry a price tag of just $299, there is scope for it to challenge some of the more established gaming consoles (Curtis, 2013) The ability to game on the go, using voice, location and the persistent connectivity of glass is where the real opportunity for the device lies, going beyond simply putting traditional games directly in front of the user’s eyes,� said DuBose Cole, strategist at media agency Mindshare (Curtis, 2013).This opens up some very interesting possibilities with regards to social orientated gaming by moving the experience out of the home. The social opportunities are endless. Imagine meeting up with twenty other Google Glass gamers before diving into an augmented reality death match on an abandoned industrial site. The future that is wearable tech is likely re-engage ourselves with each-

other person to person again. Within the span of 40 years we have seen gaming evolve from 2D black and white pixels darting around a screen into 3D full body motion control. With technology advancing quicker than ever, some exciting developments lay in store for gamers. No doubt graphics and gameplay will improve, but what is more interesting is the way consoles are becoming complete media hubs which connect gaming to social activity. The rapid advancements in technology have enabled manufacturers such as Nintendo, Microsoft and Sony to revolutionise the way in which we interact and control gaming, be it from voice, motion tracking or movement control. Innovations over the years have improved and varied the ways in which we interact with each other through console gaming in positive, constructive ways. Further innovations will only improve the ways in which we socially interact in more realistic and fun environments.

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{ ONLY

TIME CAN TELL

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The only danger to keep in mind is that whilst these gaming platforms provide a more engaging and realistic experience, how addicted and fixated will we as users become in the near future? Will we show less and less regard or interest for offline engagements? And will the realistic nature of immersive gaming de-sensitise gamers and blur the lines between the constructed and the real? Only time can tell. The worries people have regarding gaming is nothing new. Society, or rather, the media, has always created ‘media panics’ when something new comes along. There were similar concerns with the emergence of the television, violent comics, the internet, Facebook (to name just a few). Blaming new technologies for problematic social behaviour is the media’s way of placing blame and offering simplistic conclusions to complex behavioural problems.

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{ REFERENCES } Barenthin, Jami, and Marieke Van Puymbroeck. “Research Update: The Joystick Generation.” Parks and Recreation Aug. 2006: 24-29. Granic, I., Lobel, A. and Engels, R. C. 2013. The benefits of playing video games. American Psychological Association. Sourander A., Brunstein Klomek, A., Ikonen, M., Lindroos, J., Luntamo, T., Koskelainen, M., Ristkari, T. and Helenius, H. 2010. Psychosocial risk factors associated with cyberbullying among adolescents: A population-based study. Archives of General Psychiatry, 67 (7), p. 720. Twyman, K., Saylor, C., Taylor, L.A., & Comeaux, C. (2010). Comparing Children and Adolescents Engaged in Cyberbullying to Matched Peers. CyberPsychology, Behavior & Social Networking, 13, 195-199. Cheng, K. 2011. Casual Gaming. [report] Amsterdam: pp. 1-4. Entertainment Software Association. 2013. Essential facts about the computer and video game industry. [report] ESA, pp. 2 - 11. Curtis, S. 2013. Google Glass: the next big gaming platform? - Telegraph. [online] Available at: http://www. telegraph.co.uk/technology/google/10234260/Google-Glass-the-next-big-gaming-platform.html [Accessed: 30 Jan 2014]. GameInformer. 2010. On the Affects of Video Games on Social Behavior. [online] Available at: http:// www.gameinformer.com/blogs/members/b/turdfurgy_blog/archive/2013/01/11/on-the-affects-of-videogames-on-social-behavior-research-paper.aspx [Accessed: 31 Jan 2014]. Nintendo.com. 2014. Wii Official Site at Nintendo. [online] Available at: http://www.nintendo.com/wii [Accessed: 24 Jan 2014]. Official PlayStation website. 2014. PlayStation®4. [online] Available at: http://uk.playstation.com/ps4/ features/ [Accessed: 23 Jan 2014]. Shapiro, J. 2013. 5 Reasons Parents Should Pick Wii U Instead Of PS4 Or XBox One. [online] Available at: http://www.forbes.com/sites/jordanshapiro/2013/11/18/5-reasons-parents-should-pick-wii-u-instead-ofps4-or-xbox-one/ [Accessed: 26 Jan 2014]. Ted.com. 2011. We spend 3 billion hours a week as a planet playing videogames. Is it worth it? How could it be MORE worth it? | A conversation on TED.com. [online] Available at: http://www.ted.com/ conversations/44/we_spend_3_billion_hours_a_wee.html [Accessed: 31 Jan 2014]. Xbox.com. 2014. Multiplayer. [online] Available at: http://www.xbox.com/en-GB/xbox-one/multiplayer [Accessed: 23 Jan 2014].

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