Friday, January 6, 2017

LAU MEI YEE, SID: 20031967, Blog Post 2.


Article: Watkins, S. C. (2009). We Play: The Allure of Social Games, Synthetic Worlds, and Second Lives. The Young and the Digital: What the Migration to Social-Network Sites, Games, and Anytime, Anywhere Media Means for Our Future. Boston: Beacon Press. 

Games bringing lots of fun to people is undoubtable and that is why young people playing games instead of watching television. The article of Watkins (2009) told us people tend to choose playing games than watching television as they considered that television is “ too boring” and “ too passive” (p. 106). It shows that more people, especially young man, prefer to do something more interactive activities at leisure time, massively multiplayer online role-playing games become their first choice because they can play with different people from different places. Moreover, the Ventrillo software makes real-time voice chat become possible and it turns playing games to be a kind of social activity. MMORPGs not just provide a interesting plots for players, but also allow them to participate in games with others. They create an environment just like new media, opportunities to interact with others rather than getting information or stories passively. New media emphasis on people can be consumer and producer with low barriers to share their creative works, MMORPGs show the same trend, according to examples in the article, World of warcraft provides chances to players to tell their own stories, set up strategy with alliance to confront high level missions, and they can talk to others in real-time through Ventrillo technology. They participated in that special virtual community and communicate with friends and acquaintances. it makes game playing not separated and closed activities anymore, but a social activity that makes people connected to others and even building trust with online friends. It shows how participatory culture helps to establish cultural citizenship when people actively participate in collaborative game community. In addition to, Will’ s appear seems a specific and significant example of social gaming concept which is suitable for everyone in gathering occasion. Since it suggests people can play with family, friends with face-to face and casual environment, such as sport games for users to play, let them do exercises with friends and family at home or indoor places.  Nowadays, players think that game playing become part of social life as it is available to build up own virtual identities and groups to tackle challenges, even develop friendship and trust relationship. However, it brings out the question that is it really solid and real when relationship building up in virtual fantasy world with virtual identities, or it just a wish fulfilment which do not happen in reality. 

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