Author and Article Information: “More than Just a Game: Positive Relationships Formed by Social Gaming and Their Benefit to Society” Name (first, last): Naajia Jami Phone Number: (323) 777-4992 Email: jami@usc.edu About the author: Naajia Jami is a Civil Engineering (Water Resources) major in the USC Viterbi School of Engineering. Her extracurricular interests include poetry and drawing. Abstract: This article describes the player-player and player-society relationships that social gaming establishes. Players build camaraderie between each other when they collaborate in order to complete in-game objectives. Recently, charitable social media games have been engaging players in fundraising for charity. A possible therapeutic application for social gaming is the teaching of social skills to behaviorally troubled children by engaging such children in cooperative play that combines teamwork with effective communication skills and nonviolent interaction with peers. Related Websites: http://www.popsci.com/gadgets/article/2013-02/youre-playing-angry-birdsbathroom-arent-you-infographic This site has presents charts and graphs in an attractive poster, displaying interesting statistics on what types of people play social games, where they play, how much time they spend gaming compared to how long they spend watching TV, and more. http://firstmonday.org/ojs/index.php/fm/article/view/3578/3058 First Monday, the “peer-reviewed journal on the Internet” showcases a study by scholars from Carleton University and the University of Ottawa who investigated the feasibility of creating Facebook games that encourage players to advocate social change in the real world. The scholars explore how the Facebook platform supports such games, as well as the drawbacks of the Facebook platform and how to address them in order to build effective games for social change. 1 http://www.sciencedaily.com/releases/2012/10/121024164731.htm This article explores the use of biofeedback video games—including cooperative play games—to help children control their anger. Such games include a space shooter in which ships lose the ability to shoot if the player’s heart rate rises. Its cooperative play mode, in which all player ships are disabled if any player’s heart rate goes up, encourages players to calm each other. Terms and Definitions: these are the author’s definitions unless otherwise noted. Social game: any of a genre of games in which multiple players collaborate and communicate with each other as part of the gameplay experience. MMO: “massively multiplayer online”[5]; an Internet-based multiplayer game capable of hosting large numbers of players online at once. Multimedia: Animation Ideas In Figure 1, an illustrated overview of different relationships built by social gaming: the teaming up of players to achieve a common objective, and a player making a donation to charity (the globe). Animation Idea: The characters can be shown as video game sprites. The figure with the spiked shoulder pads can be walking into each scenario in the order they are described. Figure 6 is an illustration of two methods used by charitable social games to contribute money to charity. The top panel shows a player’s character riding through barrels and collecting coins. When the character reaches Level 2, the money is given to charity (the globe). The bottom panel shows players in a similar game, however, money is given to charity after a certain amount of play time passes. Animation Idea: The riders can be shown riding (the top panel rider can be shown riding into stars, with coins floating to the jar). The jar can be shown flying across the panel to the globe, which smiles and waves its arms up and down. Information Source: Oracle Corporation [9]. 2 Naajia Jami 5/7/13 WRIT 340, Prof. Townsend More than Just a Game: Positive Relationships Formed by Social Gaming and Their Benefit to Society Introduction Have you ever felt guilty about the hours you stayed awake playing that smartphone game? Do you ever wonder how closely you can become connected to the friends with whom you play? Chances are, you may not think that your gaming experience on social media can amount to any importance in the real world. You may not think that the relationships a player has with fellow gamers can be between anything more than “gaming buddies”. You may not even think the two questions are related. However, social gaming can strongly connect players to society, as well as each other. These bonds can be facilitated by charitable social gaming and the use of gaming as a platform to sharpen social skills, making those hours of gaming worthwhile. Social media provides a forum for human interaction through social gaming—a genre of games in which multiple players collaborate and communicate with each other as part of the gameplay experience. It is giving gamers more opportunities to immerse themselves into the worlds of their games while collaborating with the online friends with whom they often socialize. Connections between players and friends were strengthened by bonds formed over completing an in-game objective. A few of these bonds even led to players' altruism in the real world. Psychologists are now exploring how team bonding in games can be used to develop skills for peer interaction and teamwork in behaviorally troubled children. In addition, social media can be used to rally gamers to play games that facilitate the donation of money to charity. Gamers can spend a considerable amount of time playing 3 charitable social games, contributing money to charity as they progress through the game. These applications of social gaming can make those next few hours you spend gaming part of a process to better society. Figure 1. An illustrated overview of different relationships built by social gaming: the teaming up of players to achieve a common objective, and a player making a donation to charity (the globe). Animation Idea: The characters can be shown as video game sprites. The figure with the spiked shoulder pads can be walking into each scenario in the order they are described. 4 Social Gaming by the Numbers Social Gamers by Age Percentage 25% 19% 20% 21% 20% 15% 17% 15% 10% 8% 5% 0% 18-24 25-34 35-44 45-54 55-64 65+ Age Figure 2. The chart shows the percentage of social gamers within a certain age group. There is a fairly even distribution of players across ages older than 25, with most in their middle ages. Data Source: Popular Science [2]. Figure 3. This chart tracks the growth of social gaming in the United States, which began with 20 million players in 2000. The increased popularity of social gaming in 2008 brought more gamers to this population, followed by a surge in the popularity of mobile device gaming, which resulted in 90 million social gamers. In 2012, there were 211 million social gamers in the U.S. Data Source: Popular Science [2]. Social media sites are drawing a market of new users to the video game industry. This market is spread across a broad spectrum of age groups, including older adults who were unlikely to play traditional video games. Dave Roberts, the CEO of major social gaming 5 developer PopCap Games, says that social media games and games on mobile devices have been able to introduce tens of millions of new people to video games[1], many of whom are older adults. He adds that compared to ten years ago, middle-aged adults are more likely to play video games, specifically, social and mobile games[1]. Figure 4. Here is a chart listing the popularity of various gaming devices. The most popular devices are those often used to access social media outlets, such as mobile phones and computers. Social gaming access is therefore a prevalent element in many people’s gaming experiences. Data Source: Popular Science [2]. Social games comprise a significant part of gamers’ leisure time. 33% of the devices used when playing games are mobile phones, making such technology the most popular game device[2]. They are followed by another device capable of social media access: PCs and laptops at 32%[2]. 57% of all mobile gamers play games daily, playing in such locations as in the bathroom, aboard buses and trains, and, most popularly, in bed[2]. These numbers prove that mobile and social gaming is a significant part of gamers’ lives. 6 Figure 5. The chart displays the percentages of people who play games on mobile devices according to how often they play. Many mobile gamers play regularly, with more than half playing daily, in addition to one-third of gamers who play 2-3 times weekly. Because mobile devices can access social media games, social gaming can be considered a significant element in these gamers’ weekly routine. Data Source: Popular Science [2]. However, they also play into stereotypes surrounding frequent gamers. Popular culture depicts them as socially inept persons hypnotized by glowing screens, spending their lives isolated in the worlds of their games[3]. Academic critics of electronic media assert that TV and video games are a waste of time that could have been spent attending civic functions and building communities in the real world[4]. Social Gaming and Player-to-Player Bonding Social gaming catalyzes deep connections between players and each other. There are various types of multiplayer video games that enable players to collaborate in order to accomplish a common goal. Capture-the-flag sessions in multiplayer shooters allow variety in team strategies, as teammates can assume various roles, ranging from a flag-seeking scout to a defender of the team flag or a protector of the scout. Leaders and experienced players can take pride in their victory, while novice players can feel proud of having participated in the team’s 7 triumph[5]. Bonding among teammates also takes place in losing teams, for while the winners congratulate their teammates, the defeated team members reassure each other after an unsuccessful competition[5]. The relationship between teammates can be seen on an even larger scale in massively multiplayer online (MMO) role-playing games, which can host teams of as many as 25 players. Teammates learn to work with each other to their best advantage in order to complete quests and defeat powerful in-game enemies. In battles with formidable opponents, social media technology such as voice chat can enable teammates to coordinate their attacks in a manner that ensures a dramatic victory[5]. This cooperation, facilitated by online social interaction centered on the events of the game, closely connects the team members by requiring that they know each other’s personalities, as well as how they can cooperate and rely on each other[5]. Teaming Up in Real Life: Effects and Challenges Although gaming takes away from time that could be spent in most physical sites of civic activity, social gamers are anything but isolated as they form bonds of community that can even lead to positive contributions to the real world. Researchers of multiplayer cooperative games have found that players who cooperate in nonviolent tasks are more likely to exhibit beneficial behavior in society by helping others in real life[6]. Such altruism in the real world is demonstrated when online teammates show concern for each other in times of real-life difficulty. When an MMO player notified his teammates that a hurricane was about to hit his town, they responded with well-wishes and expressions of concern[4]. To verify that he was safe, his teammates sent him continuous text messages[4]. This demonstrates that social gaming is an ideal forum for players to make empathetic connections during troubling times. A study by Loyola University Chicago cites research that finds social gaming to be an arena in which players can 8 “safely discuss serious matters that may be difficult to talk about with real life family and friends”[7]. These case studies and research establish social gamers as a sharp contrast to the stereotypical asocial gamer. Additionally, the Journal of Computer-Mediated Communication states that a handful of instances occur in which social gamers experience substantial real-world relationships[6]. One such case involved an MMO player who first met his fiancé in person after they spent several years gaming with each other[4]. The Journal describes a similar case in which a “long-term international friendship” was forged between a Singaporean gamer and an American teammate who eventually met each other face-to-face in the United States[4]. Out-of-game relationships as substantive as the ones in these cases are possible and becoming more common. The Loyola study cites background research data from 2008 that classifies 65% of social gamers as having developed substantial friendships through electronic gaming[7]. Additionally, 20% of the gamers surveyed participated in real-world socialization in the form of game fan conventions[7]. These social gaming relationships can be more enjoyable than real-world relationships. Research finds that 39.4% of male gamers and 53.3% of female gamers view their in-game friends as being “comparable or better than their material world friends”[8] . In addition, 15.7% of male gamers and 5.1% of female gamers have dated their gaming teammates in the real world[8]. Despite the presence of substantial connections built on social gaming, limitations still exist with regards to the depth of player-player relationships. The Journal of Computer-Mediated Communication states that the separation of players by geographic boundaries can inhibit the formation of significant long-term relationships because players cannot be physically present to offer each other tangible support in times of crisis[4]. Another limitation is that games hosted by social media outlets are not as social as they may seem, for most of the play time is spent alone, 9 and multiplayer sessions tend to be as brief as 10 minutes[5]. Additionally, conversation between players is limited as players are reluctant to ask for help for fear of seeming awkward, and other players do not want to spend time in conversation if they are playing games while at work[5]. These factors limit the “social” aspect of social gaming. Regardless of these limitations, social gaming relationships are viable because they connect groups of people through the common experience of the game world. Because this shared experience can be a catalyst for significant personal relationships, social gaming can be employed as a tool for building social skills that are useful in the real world, such as empathy, teamwork, and helping others. These skills are important in facilitating charitable giving and improving interpersonal relations. Social Gaming’s Ability to Contribute to Society Social gaming has uses that can possibly create relationships based on tangible altruism between the player and the real world. As with altruistic bonds between players, beneficial social gaming connections between players and society can refute criticism of electronic gaming as depriving people of opportunities to positively interact with society. Businesses seeking to promote their brand, such as Dial and Master Lock, are creating social games in which they pledge to donate to charities whenever social media users play their games. These games result in increased social media popularity for the businesses and funding for charitable organizations. A method for doing this is by constructing the game such that more donations are made when players play for longer periods of time or make continuous in-game accomplishments[9]. Incorporating charitable donations into social gaming has been found to enhance player engagement within the game. Data gathered from software firm Oracle’s Social Marketing 10 Games Cloud Service shows that charitable games are 10 times more popular and engaging than non-charitable social games[9]. The level of engagement players have with a game is best measured by the time spent playing the game. Oracle’s data states that players spend over 30 minutes during charitable gaming sessions, whereas approximately 3 minutes is defined as “deep engagement” with any social game[9]. This is because most social media games, such as Angry Birds and FarmVille, are designed for short play sessions, such as those on mobile devices when people are traveling. One case study for charitable gaming involves hygiene products manufacturer Dial. Dial created a game to promote a line of lotions, in which players could donate 10 cents per level to the Endometriosis Foundation for America. Players spent an average of 6 minutes and 26 seconds per gaming session—which is considered significant engagement—and 16 percent of such sessions were held by returning players[9]. As a result, Dial not only gained 161, 415 Facebook fans, but was also able to sustain continuous donations to the Foundation over a period of months[9]. Similarly, padlock manufacturer Master Lock Company hosted a charitable social game for a touchscreen padlock that had players spend an average of 2 minutes and 47 seconds per session—which also constitutes significant engagement—with over 8% of players returning to the game and 100% of players sharing the game with friends[9]. Additionally, the company’s Facebook page gained 28,599 new visitors and 18,260 fans[9]. By allowing players to donate $1 for each level completed in the game, Master Lock raised $25,000 for cancer research during October 2011[9]. This application of social gaming resulted in tangible benefits for others, as the company that hosted the game donated to charity based on the rate at which people played their game. This altruistic relationship between social gamers and society has the potential to be 11 sustained through the future, as charitable games have been demonstrated to be popular and engaging to social media users. Figure 6. This is an illustration of two methods used by charitable social games to contribute money to charity. The top panel shows a player’s character riding through barrels and collecting coins. When the character reaches Level 2, the money is given to charity (the globe). The bottom panel shows players in a similar game, however, money is given to charity after a certain amount of play time passes. Animation Idea: The riders can be shown riding (the top panel rider can be shown riding into stars, with coins floating to the jar). The jar can be shown flying across the panel to the globe, which smiles and waves its arms up and down. Information Source: Oracle Corporation [9]. Another way social gaming can benefit society is that it can help children with trouble developing social interaction skills to engage in positive interactions with others. A study by the University of Nebraska at Omaha involved having a group of elementary school children—some exhibiting aggressive behavior, others reclusive behavior, and some with normal social behaviors—play video games in which collaboration was required in order to meet a common goal. In one instance, a girl who was once observed as showing aggression toward her peers was paired with a well-behaved female schoolmate. As they played, the formerly aggressive subject showed more cooperation with others as she laughed with her schoolmate about the events of the 12 game during the play session[10]. As the girls collaborated to clear the levels throughout the game, they exchanged supportive comments with each other, as well as tips for clearing the level[10]. Similarly, another experimental pair involved a reclusive young man and a socially outgoing schoolboy. As they engaged in collaborative play, the former began to exhibit social engagement more often, asking the latter for help. During later play sessions, it was the once-shy child who initiated conversations with tips on progressing through the game[10]. As his character solved puzzles and gathered items, his schoolmate defended him from in-game enemies. This support became mutual, and remained that way throughout the study[10]. These cases demonstrate the ability of social games not only to cement positive relationships between players, but to apply those relationships to treating problematic social behaviors in children. This makes social gaming an effective tool in teaching healthy social behavior to developing children. If this type of gameplay could be incorporated into curricula for socially troubled youth, the possible psychological benefits could be tremendous. As children engage in collaborative play, they can learn beneficial social behaviors that can enhance their quality of life in the real world. What Does the Future Hold for Social Gaming? Spanning from the days of early multiplayer games into the future, social gaming will always be about building relationships. Far from the stereotypical depictions of gamers as being isolated in a world of fantasy, these relationships pose benefits for the real world. Social games can be used as forums in which gamers can raise money for a good cause and invite others to do the same. It is possible that the teamwork concept of MMO games can be incorporated into the 13 creation of massive social games in which teams of players unite in order to meet a challenge of raising a set amount of money for charity as they progress through the game. With charitable social games having been demonstrated as increasing the social media popularity of their hosts, the future may see such games becoming virally popular worldwide. As a result, charities can gain much wider recognition and much more funding than from fundraising efforts outside of social media. There are also great therapeutic possibilities for social gaming. Schools, psychiatric centers, and child welfare agencies can host social gaming sessions in which children who have interpersonal behavior problems can learn teamwork skills. Students who have difficulty getting along with others can learn how to work with others to achieve goals as they enjoy fun gaming sessions. Less outgoing children can be encouraged to share their ideas on meeting challenges, as well as the positive emotions of their gaming experiences with their teammates. Outside of the game, once-troubled children would be able to form positive relationships with others in the world around them. They will be able to contribute solutions to problems, work in teams, and enjoy a life of healthy friendships. These are but some of the benefits that social gaming has to offer. As social gaming continues to change the ways people interact with each other and learn social skills, it will change the way relationships are formed. 14 Annotated Bibliography [1]M. Snider. (2011, March 11). Social media, mobile devices help video games grow [Online] Available: http://usatoday30.usatoday.com/tech/news/2011-03-01videogames01_CV_N.htm [2]C. Lecher. (2013, February 13). You’re playing smartphone games in the bathroom, aren’t you? [Online] Available: http://www.popsci.com/gadgets/article/2013-02/youre-playingangry-birds-bathroom-arent-you-infographic [3]S. E. Caplan et al. “Who plays, how much, and why? Debunking the stereotypical gamer profile,” J. Comput.-Mediated Commun, vol. 13, no. 4, pp. 993-1018, Jul. 2008. [4]C. A. Steinkuehler and D. Williams. “Where everybody knows your (screen) name: online games as “third places”,” J. Comput.-Mediated Commun, vol. 11, no. 4, pp. 885-909, Jul. 2006. [5]D. Schubert. “No “I” in team,” Game Developer, vol. 18, no. 11, Dec. 2011. 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