Introduction
In recent years online gaming has become hugely popular as we enter an age where everything is interactive. Technology has enhanced so that playing players around the world in the comfort of your living room is now easily possible.
My aims for this project was to find out whether the introduction of online gaming has had a major effect on the video game industry and if so how has it had a effect and whether the repercussions are positive or negative
Health issues
I came across an academic source that said that if video games has no violent content in it than it can be educational and be a source of teaching kids.
Organizations such as ‘Games for change’ are trying to introduce video games into educational systems as it’s proven to help build social skills, help build reading skills, maths skills and problem solving.
With the time and the resources I had during this project i didn’t have enough time to carry out a experience to study or moniter any health issues concerning video games.
Socialising games
So from my primary results you can see that, people prefer to play online with friends rather than playing with friends whilst present.
My next question I asked was to find out in more depth why they prefer to play online rather than playing with friends whilst present.
Here is some Qualitative data that I found through my questionnaire
‘I feel online is difficult to manage’ (Online can’t replace)
‘Everything less competitive online’ (Online is easier)
‘Meeting new people’ (Online is a better experience)
Don’t have much time for game so quick and easy is my preferred ways (online is easier)
Playing players all over the world, you come across tough players and I don’t like losing (online can’t replace)
‘I like playing with friends after school so we can talk about it in school the next day’ (Online is better)
The Nintendo wii and DS is so much fun with friends and family. (online can’t replace)
The experience of beating your friends is the best feeling in the world’ (Online can’t replace)
‘Easily connected and with head set you can communicate’ (online is easier)
‘It becomes more than a game and it’s more fun (Online can’t replace)
Playing face to face is so much better (Online can’t replace)
‘Competing against people is fun and I like the challenge’ (Online is a better experience)
‘Quick and easy to get connected’ (Online is easier)
‘Online is fast instant plus it’s free (online is easier)
When my friends re together the atmosphere plus experience is so live (online can’t replace)
Because it more lively when you friends are with you (online can’t replace)
Don’t get as much banter online (Online can’t replace)
I like to link up with friends and play games more sociable (Online can’t replace)
Behaviour of gamers
During this unit I have monitored gamers using observation techniques and this is what I found out. Firstly I monitored a group teenage boys aged between 17-18 playing multiplayer mode on Fifa 11. I saw competitiveness throughout the observation in many different ways. But generally they we’re all friends and the atmosphere was more friendly and uplifting as there was a lot of celebrations. There was banter thrown around but it was light-hearted and there weren’t any outrageous behaviour.
Observation I monitored my sister which did suffer abusive language and some people online were sexist which did tick her off.
After 45 minute of playing the game I saw she was getting more and more frustrating and then decided to switch off the game in a stressful manner.
psychographic variables that I took into account was that my sister on a daily basis isn’t a angry or has a short temper so it was out of her nature to behave like that. This makes me feel that the challenging world of online gaming can reveal a competitive side which can lead to bad temper and angered behaviour online.
But I did find a source that states that it’s impossible to say whether aggressive behaviour s directly linked to competitiveness gaming.
As there could potentially be 101 things that can trigger aggressive behaviour