Yan Wing Yee 20034581
Blog Post 2
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.
After
reading this article, it is interesting to let me know what perception of the
gamer’s life. The author was focused on how the video game has become the most
solid of all the entertainment industry in this digital age. And showed that
the digital migration from television to social networking sites and games, and
this has had a significant impact on the identity and daily life of young
people.
The
author uses numerous examples to support their analysis, one of the survey shows that television
has declined while young people are abandoning it for the games since watching television
is too boring and too passive. As a female who is not nearly interested in the
game, I do not entirely agree with this argument, decline in television because
of media content is keep changing and young people today are not only
consumers, but also creators and participants in the media. For example, the
game “World of Warcraft” which is frequently mentioned is described as a
participatory platform in which you can create your own content and build your
own world.
Watkins
proposes that online games as a “social connector”, and in opposition to
traditional media participants, find out more engaging and entertaining
meanwhile having the opportunity to gain new skills on the game. Young people are most interested in online
social networks that connect them to already existing friends, and only have an
"unconcerned" interest in other virtual worlds and communities.
Did
online games and social networking could be a “social connector” in our real
life? In my opinion, playing online games and social networking are all lack of
realism, and also bring out the problem about "The reduction of face to
face interaction ", "The lack of network realism.” Such as Facebook
become an important platform for users communicate with others, since it is
able to quickly and easily to reach the purpose of communication and
connection. When people reduce to use traditional face-to-face time-consuming way
to communication, people would gradually deepen their dependence on Facebook,
unfortunately, online-only communities do not consist of real people and real
friendships.
Words:
351
Reference:
Dwyer,
C., Hiltz, S. R. and Passerini, K. (2007), Trust and Privacy Concern Within Social
Networking Sites: A Comparison of Facebook and MySpace. Computer and
information science, 123.
Friedmann,
R. and Fox, R. (1989), On the internal organization of consumers’ cognitive
schemata, Psychological Reports, Vol. 65, pp. 115-126.
Watkins,
S. C. (2009), The young and the digital: What the migration to social network
sites, games, and anytime, anywhere media means for our future., Mass Beacon
Press, Boston.
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