The Relationship Between Video Games and Socialization

Gameplay and Video Games


Gameplay and video games are increasingly essential parts in the lives of Americans. Most individuals play them on an average day, and they tend to devote most of their time to them whenever they indulge in them. For boys, in particular, gameplay and video games serve as the most famous avenue for the development and maintenance of friendships. Approximately 72% of all adolescents and teens play video games on game console, computers as well as in their portable devices such as smartphones (Boyd, 2014).


When the Issue Started


Video games and socializing began getting their popularity in the last two decades, spurred or stimulated by the advancement of internet technology (Garside, 2016). The requirement to be in the same room with friends and other individuals has been eliminated through the advancement of technology. Radically, innovations in platforms and game designs have augmented opportunities to socialize and interact while playing video games. As a result of such changes, young individuals are now able to play games with other online users and in person (Garside, 2016).


What is Involved in Games and Socializing


Rapid growth in internet and technological devices such as smartphones serve as tools used by young people who access online games and create new friendship(s) while involved in gameplayAguado J., Barroso L., Feijoo C & Ramos S. (2012). Therefore, gameplay does not only serve as a means of socializing but also serves as an opportunity or means of socializing with fellow peers or even old individuals.


Potential Benefits and Shortcomings


Pros


Gameplay has played a significant role in friendship creation among young people, and this is particularly evident among boys. In the United States, more than half of young people have established new friendships online (Lien, 2013). Gameplay serves as a platform for taking out frustration, healing psychologically or engaging in detrimental activities such as the use of drugs. Some young people use an alter ego when participating in video games, mainly when playing with people that they do not consider to be friends. Thus, instead of throwing their frustrations on their close family members, teachers or peers, young people feel excited to engage in video plays with strangers because there is a sense of not knowing or suspense, mainly, if they do not know what the other person is capable of (Boyd, 2014).


Cons


The most harmful consequence of video games is that it has resulted in minimum face-to-face communication with teachers, families or other peers in young people who participate in gameplay (Boyd, 2014). Most individuals who engage in gameplay spend a majority of their time on their devices, which has resulted in significant concerns especially for psychologists and parents (Lien, 2013). Typically, face-to-face communication or interaction has several mental health benefits since it makes one to happier and healthier.


Winners and Losers


Losers


As video games continue to increase, it has created a lot of concerns among teachers, parents, and policymakers. In their assumption, they think that these games are interfering with the academic success and social interactions of the young people. Although video games do not interfere with teens' socializing, school-related activities tend to be given little or no attention (Lien, 2013). Young people who play games spend less time doing their homework or reading and allocate more of their time on gameplay.


Winners


The most apparent winners of gameplay are the game-developers due to the high number of gamers (Aguado, Barroso, Feijoo & Ramos, 2012). In fact, it is estimated that the current number of players is more likely to rise in the next coming years. The second category of winners are the gamers who find game-playing more appealing than engaging in other activities. In particular, video games are more attractive to introverted individuals who prefer to socialize with other online users as opposed to face-to-face communication or socializing (Garside, 2016).


Implications of Games and Socializing


Primarily, young people frequently discover their communities in the world of games, which is often heightened by a sense of collective or shared experience from teaming up or competing with other like-minded individuals around the globe, especially, those who share similar interests (Garside, 2016). In most cases, these types of connections are seen to be more valuable than family ties, which have resulted in significant concerns for educators, parents and even policymakers.


Economic, Political or Cultural Context Involved in Games and Socializing


Video games have resulted in job creation, and economic empowerment to game-developers have continued to expand their target market by creating games, which target specific groups such as girls, boys and older individuals in the market (Aguado et al., 2012).Young people who are particularly addicted to video games tend to be antisocial, which is characterized by their lack of connection and empathy in real-world contexts.


Conclusion


In conclusion, video games have resulted in significant concerns for parents who get worried that their children might be engaging in harmful activities online such as accessing pornography. For this reason, network providers need to implement restrictions to network users by allowing them to access and use various applications that will not result in detrimental effects to their social lives.

References


Aguado J., Barroso L., Feijoo C " Ramos S. (2012). Mobile gaming: Industry challenges and policy implications. London. Elsevier Publishers.


Boyd D. (2014). Social Lives of Networked Teens. London. Yale University Press.


Garside J. (2016). Facebook will lose 80% of users by 2017, says Princeton researchers. Retrieved from> https://www.theguardian.com/technology/2014/jan/22/facebook. Date Accessed. July 19, 2018


Lien T. (2013).  The Apple Obstacle For Serious Games. Retrieved from>http://www.polygon.com/2013/6/21/4449770/the-apple-obstacle. Date Accessed. July 19, 2018.

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