Site hosted by Angelfire.com: Build your free website today!
 

 

 

 

 

 

 

 

 

 

                            

Home       History of Video Games      Video Game Genre     Sample of Violent Games    Video Games are Not good     Pro-Video Game Articles

 

 

The Personal and Social Purposes of Gaming

Ma. Carmina Felizco

            Active video game players usually indulge in what is called ‘kosupure’ or cosplay (costume + play).  The act of cosplaying, which is “a unique fan activity, where fans of animé and animé-related products dress and act like the characters they portray” (Asiddao, Moya, Oliveros, & Rentutar, 2008, p.2), is a concept of fan behavior.  Here, players get to experience imitation, expression, and involvement.  It is an act of fanaticism that starts in involving oneself for the purpose of the five goals in behavior: first is common identity; second is desire to collect; third is desire to stand out; fourth is desire to be creative; fifth and final is desire to belong (Asiddao et al., 2008, p.6). 

However, according to Lewis (1992), this act is a sign that the person is an “obsessed loner, suffering from a disease in isolation, or a frenzied crowd member, suffering from a disease of contagion” (Asiddao et al., 2008, p.5).  Because in playing video games, players get to form a social network composed of cosplayers, where they could interact and talk about their heroes, it creates an interpretive social community of hero enthusiasts that could release frustration, improve personality, express artistry, gain prestige, as well as build a social interconnecting community.  Thus, it takes away the loneliness, the feeling of isolation, and the disease of contagion.

Playing video games entail a person to join social networking sites (SNS), wherein he or she creates a profile and interacts with users and online friends.  Being one of the social networking phenomena, it goes after the specific dimensions of SNS that are the following: first is enjoyment; second is interpersonal influence; third is control of technology; fourth is expressiveness; fifth is usefulness; sixth is speed; seventh are communication functions; eighth are the obvious benefits of SNS; and finally, triability (Macaraig & Sumagui, 2008, p.i).  All these are centered on relationship and identity building, with intra- and interpersonal influences controlling the interaction, which makes video game sites a superior entrant for social networking.  

The diagram shows that enjoyment, instead of interpersonal influence, strongly influences the attitude towards SNS.  Expressiveness, on the other hand, leads to SNS adoption, together with the overall attitude towards SNS (Macaraig & Sumagui, 2008, p.16).

In a survey conducted by Amanda Lenhart, Joseph Kahne, Ellen Middaugh, Alexandra Rankin Macgill, Chris Evans, and Jessica Vitak (2008), they concluded that “Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America” (p.i).  It was also identified that “Fully 97% of teens ages 12-17 play computer, web, portable, or console games” (Lenhart et al., 2008, p.i).  Between males and females, 99% of the boys play video games while 94% of the girls play them as well (Lenhart et al., 2008, p.i).  In the survey, it turned out that playing video games was a social experience for the youngsters, wherein 65% played with other people in the room, about 27% played with those who are in the Internet, and about 82% played alone, with 71% of them having to experience playing games with other people (Lenhart et al., 2008, p.iii).  As reflected, it turned out to be a way of interacting with other people, although it was said that there were also evidences of anti-social behavior being reflected in gaming.

Since a large cut of about 82% played video games alone, the link between gaming and social networking drew the parameters on video games being a tool for both anti-social and pro-social behaviors.  Close to half of American teens played games with people they personally knew, while the other half played with those whom they only got acquainted with in the Internet.  Going back to what Lewis (1992) said about cosplay being a sign of loneliness, isolation, or contagion, gaming also appears to reflect the dimensions of SNS centered on intra- and interpersonal influences.  It is a manner of releasing the frustration, improving the personality, expressing the artistry, and gaining prestige.  It satisfies the special purpose of being socially desirable and acceptable.     

                               

References

 

Asiddao, M. K., Moya, M. C., Oliveros, J. A., & Rentutar, L. D. (2008). Play and display: an exploratory study of Filipino cosplayers and their motivations for and gratifications from cosplaying. CD presented at the 2nd Communication Research Student Conference of the University of the Philippines Diliman, College of Mass Communication , Quezon City , Manila .

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., et al. (2008, September 16). Teens, video games, and civics: teens’ gaming experiences are diverse and include significant social interaction and civic engagement. Washington , D.C. : Pew Internet & American Life Project.

Macaraig, C. E., & Sumagui, J. C. (2008, August). Outside logging-in: exploring the dynamics of the adoption of social networking sites. CD presented at the 2nd Communication Research Student Conference of the University of the Philippines Diliman, College of Mass Communication , Quezon City , Manila .

Video gaming in Germany lags behind. (2005, August 20). Retrieved September 21, 2008, from the Deutsche Welle database: http://www.dw-world.de/dw/article/0,2144,1684952,00.html

 

 

 

^Back to Top