Online Games, Effects of Skoric2015

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Online Games, Effects of We will start by discussing exactly what an

online game is. As we have seen from the previ-


MARKO SKORIC ous examples, they can vary widely. Next we will
City University of Hong Kong, China look at the evolution of media effects research
within the last century. Finally, we will discuss
NATHANIEL POOR the literature on the effects of online games more
Independent scholar, US
specifically.

The effects of online games form a potentially


broad topic, covering both intended and unin- What Are Online Games?
tended consequences of playing online games.
While other entries in this Encyclopedia have Although games may or may not be considered a
addressed the intended, positive outcomes of type of media, the internet clearly is, as it mediates
online educational games, as well as the negative all sorts of communication between people. The
consequences of gameplay such as addiction and connotation behind the “online” of online gaming
crime, in this entry we focus on other effects, is that people are playing with other people who
including aggression, civic and political engage- are geographically dispersed yet playing in real
ment, and the effects related to health, gender, time in a computer mediated environment. In
identity, and sexuality. addition, online games frequently feature com-
Online games are today a diffused grouping in puter controlled nonplayer characters (NPCs)
which individual games differ widely from each with which human players interact in a range of
other and the list of such games and their typ- contexts and situations.
ology have changed considerably over time. Play- Historically, some games such as Myst were
ers of online games may include a grandparent intended for a single player. They were immensely
playing Sudoku on a webpage every morning, popular, and at times were enjoyed by families
a child logging in to Club Penguin, a teenager playing together; people shared experiences, gave
recruiting real-world friends in Facebook to play help, and even wrote fiction, all of which were
Farmville, a college student playing one of the part of a shared online experience. Other games,
Call of Duty or Halo games in multiplayer mode such as some early games from the online service
with their gaming console against people they provider Prodigy (c. 1992), involved submitting
have never met, and a married couple logging in moves once a day by email, having the computer
to their EverQuest 2 accounts to do some crafting, tabulate all the moves of all the players, and then
decorate their guild hall, and take part in their emailing back the results. Although these games
guild’s weekly raid with people they have never were both multiplayer and online to a certain
met face to face. extent, they are mostly forgotten today because
As such, any discussion of the effects of these of technological advances. More modern games,
wide-ranging games, situations, and variety of such as Blizzard’s Diablo III, can be played solo,
players could be lengthy, and in a few years the but can also be played by multiple players (like
landscape may have changed so much that read- many games). It requires an internet connection
ers will not be familiar with these examples. Still, even when playing a solo player game, and there
although technology changes rapidly, human is an in-game auction house (similar to that of
nature does not, and so the findings from today’s Blizzard’s World of Warcraft) where players buy
studies will be relevant in the future, just as the and sell in-game items. This list, althoughbreak
findings from past studies still apply today, if the diverse, is incomplete, and not every example can
gaming situation is correctly contextualized. be dealt with.

The International Encyclopedia of Digital Communication and Society, First Edition.


Edited by Robin Mansell and Peng Hwa Ang.
© 2015 John Wiley & Sons, Inc. Published 2015 by John Wiley & Sons, Inc.
DOI: 10.1002/9781118290743.wbiedcs049
2 O N L I N E G A M E S, E F F E C T S OF

A Brief History of Media Effects been a part of the popular discourse for years,
and since most games involve sitting, which has
Media effects research has gone through several been well documented to have negative health
distinct phases. Typically, its history is presented effects over the long term, people and the media
in three phases, but more nuanced perspectives have assumed that gamers must suffer negative
have emerged from reviews of the field. consequences as well. Still, studies attempting to
Initially, media messages were thought to have address these stereotypes by looking at gamers’
strong direct effects. This approach was often weight found that, on average, gamers were not
described as the “hypodermic needle” or the overweight, although studies of MMO (massively
“magic bullet.” Eventually this framework was multiplayer online) gamers found that they expe-
questioned, and the major paradigm became rienced overall poorer health and sleep quality
that media messages had a weak effect, quite the (Sublette & Mullan, 2012). It should be noted
opposite. Eventually the vast ecology of media that there are games with an online component
messages in which most of us exist was brought that do not involve sitting at all, such as the many
into the picture, and shown to have some effects, games on the Nintendo Wii console that involve
but the strength of the effect can vary widely standing, dancing, moving about, and waving
depending on several factors. A classic definition your arms around. Indeed, with game interfaces
of this effects paradigm is instructive: Who said moving in a direction away from the typical
what in which channels to whom with what controller/mouse/keyboard paradigm, the range
effect? (We would add “if any” to make the model of potential effects has expanded to include the
clearer.) Primarily, the realm of intended effects positive effects of physical activity and exercise.
has been advertising and politics, that is, persua-
sion and influence. In the domain of unintended
effects, media violence, gender and racial stereo- Aggression and Violence
typing, and body image issues have received a lot
of attention from the scholarly community. The greatest point of contention in the video game
In general, research has focused on two types of effects realm is the specter of video game driven
effects, positive and negative, although there are crime and violence, a favorite topic of the media
effects that fall outside this simplistic framework. and politicians. The connection between video
Given the vast differences between different games and violence is the latest in the long history
online games, the effects that they produce are of media panics (Ferguson, 2008) over the effects
also likely to be quite different. In this entry, we of new forms of technology or media, which often
focus on the unintended effects of online gaming, focus on the effects for youth, as is the case here.
that is, those not typically envisioned by the game This has been true for several subjects, such as
designers. Although historically the research on comics, violence on television, movies, and even
media effects has mainly focused on negative the novel. Tabletop games, such as Dungeons
unintended effects on attitudes, thoughts, emo- & Dragons, have also generated media driven
tions, and behaviors, we review research evidence fears concerning youth who play such games. It
examining both positive and negative effects of has been argued that, when it comes to children
online gameplay. and media effects, the same worrisome negative
effects are presented again and again with each
new technology (Wartella & Reeves, 1985).
Health Effects Gaming and violence involve a slew of inter-
twined issues that are often difficult to define. One
Although the rare death of a gamer from sitting in is determining which games are at issue, and what
front of a computer for over a day with no breaks effects they are supposed to have. Currently, there
makes a splashy headline, as do divorces “caused” is no apparent consensus about the impact of
by gaming and “game widows,” gaming is only violent video games on aggressive thoughts and
one part of the picture in these cases and, on behaviors. While some meta-analyses suggest a
occasion, weddings have been attributed to gam- significant causal link between violent gameplay
ing. Health related concerns about gaming have and aggressive cognitions, affect, and behaviors
O N L I N E G A M E S, E F F E C T S OF 3

(Anderson et al., 2010), others found little evi- can encourage cooperation and have prosocial,
dence of such a relationship, particularly in the community reinforcing effects, although even the
case of actual violent acts in the real world (Fer- now mostly defunct video arcade had prosocial
guson & Kilburn, 2009). A few studies focusing elements. One clear example from MMOs is
on online games in particular have found even guilds, as guild leaders may have to deal with
less support for the link between online gameplay “governance, team building, leadership, and orga-
and aggressive behavior (Williams & Skoric, nizational processes” (Bers, 2010, p. 151), but this
2005). Experimental research shows no support can apply to online games that are not MMOs yet
for the claim that playing a violent MMO causes are still multiplayer.
people to have more aggressive thoughts or to Work by the Pew Research Center indicates
be more aggressive in social interactions. Other that many children have played games where
correlational studies found a positive correlation they engage with civic issues and, in turn,
between gaming addiction and aggression, as are more engaged with civic issues in the real
well as between violent online game exposure world (Lenhart et al., 2008). Engagement is
and aggressive attitudes, but not behavior. Given often construed as civic understanding, and
that many online games are large and complex researchers typically mention city or civilization
ecosystems, it is unlikely that typical laboratory building game series such as SimCity or Civiliza-
based studies or surveys involving self-reported tion. Although these are complex, multifactor
measures of frequency of gameplay will be able games, they are gamified abstractions more
to provide sufficiently nuanced measures of
akin to benevolent dictatorships than they are
exposure and engagement with violent content
simulations of democracies.
within a game. Therefore, reaching unequivocal
Games can also foster discussion of societal
conclusions about the effects of online games on
issues, such as racism, gender roles, and homo-
aggression in general is not a feasible task for
phobia. This type of effect, that is, promoting the
most researchers.
discussion of issues (see below for examples), is
Moreover, cultural context is usually left out
often overlooked.
of the public equation, as many nations with
wealthy economies, such as the United States,
Japan, South Korea, and Western European
nations, have robust video game markets, but of Identity, Presentation, and Avatars
those only the United States has a huge problem
with violent crime, specifically gun related homi- Identity issues in games and online games present
cides, which is the context where video game a few different approaches. There are issues of
violence is repeatedly mentioned. Interestingly, presentation, such as gender and ethnicity. There
from 1996 to 2007, the market for video games are nonplayer characters, player characters that
in the United States generally increased, while are made by the game company, and player
violent youth crime generally decreased. This characters that are made by players. There are
is also true for recent statistics for Australia, the visual aspects of identity in terms of games
Canada, the United Kingdom, and the European with avatars, and there are also potential behav-
Union (Ferguson, 2008). ioral aspects, including both voice and textual
communication. There is the actual identity of
the player, perhaps quite separate from their
Civic and Political Engagement online presence. Researchers have focused on all
of these issues (e.g., Martey & Consalvo, 2011;
Researchers suggest that if games, especially Nakamura, 2009). Online presences can allow
online games with a multiplayer component that people to explore their identity (Turkle, 1995).
fosters interaction and community negotiation, Researchers have also looked at misrepresenta-
have the right structures then players can indeed tion and deception in online identities, which
learn skills that are important for the function- can be difficult to detect but, as several cases have
ing of democracies and that may transfer to shown, can be quite shocking to the communities
the real world. Multiplayer games, for example, in question.
4 O N L I N E G A M E S, E F F E C T S OF

Researchers have also identified a “Proteus gender and gaming into the public spotlight,
effect” in MMOs, demonstrating that players’ although it is still an issue that needs addressing.
behavior is significantly affected by the attractive- Some recent high-profile games, especially those
ness and height of their in-game avatars. More from Bioware such as the Dragon Age series and
specifically, they found that players who created the Mass Effect series, include potential romantic
tall characters negotiated more aggressively, while plotlines. Bioware could have coded the games to
players who had more attractive avatars were only allow heteronormative relationships, but did
ready to reveal more personal information about not. Some players were too immature to handle
themselves to strangers (Yee & Bailenson, 2007). the same-sex possibilities in Dragon Age, even
Still, it is important to note that players of though no potential player is obligated to play
MMOs and other online games often have more this game. This resulted in a high-profile forum
than one character and, while a player can make post from the developers who defended non-
all the characters look alike, this is rarely the privileged identities and players, which garnered
case. Too frequently, research assumes that a widespread attention to and discussion of the
player will only ever have one avatar, either at a issues within the gaming community.
time or over time, even though there is no direct
evidence to support this assumption. As such, the
assumptions about player identity and avatars, Conclusion
especially in terms of essentialism, currently bear
more research. Overall, the effects of online gaming vary widely.
Some effects can be seen as positive (engagement)
while others are often viewed as negative (aggres-
Gender and Sexuality sion); yet others can be either while some fall
outside this simplistic framework. Some effects,
Gender can relate to gender roles within a game involving media panics and discussion of sexist
or games generally, as well as to the gender of attitudes, have long histories. Other effects, such
players and how gender relates to game playing as health problems resulting from sitting for too
(Cassell & Jenkins, 2000). For example, the pro- long, are directly tied to gaming but are found
tagonist of the Tomb Raider game series, Lara in other areas. Typically, “online” denotes that
Croft, is stereotypically hypersexualized but not other people are involved in the gaming in some
stereotypically helpless. Unlike in Tomb Raider, manner, and the communities that can result
in the Mass Effect series players can choose from online gaming can be a positive reflection
between a male or female main character, Com- of our drive to connect with each other.
mander Shepard. The female version, referred to
as “femshep,” although not utilized as often as SEE ALSO: Online Games; Online Games,
the male version, had fans who were passionate Community Aspects of; Online Games, Coop-
about the character and there was much online eration and Competition in; Online Games and
discussion about the two versions in contrast to Crime; Online Games, Gender and Feminism
each other and even about the validity of a female in; Online Games Player Characteristics; Online
version. Research shows that, in the context of Games, Player Experiences in; Online Games and
MMOs, male players choosing a particular role Racism, Sexism, and Homophobia
(i.e., healers) were more likely to gender-bend
and play female characters in line with their
perceived advantages. References
The topic of gender roles in online games has
been frequently discussed by both scholarly
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L.,
and gaming communities. In Borderlands 3 one Bushman, B. J., Sakamoto, A., Rothstein, H. R., &
developer’s comment about “girlfriend mode,” Saleem, M. (2010). Violent video game effects on
referring to some game features for less experi- aggression, empathy, and prosocial behavior in East-
enced players, led to an explosive online reaction. ern and Western countries. Psychological Bulletin,
These three examples and others have brought 136, 151–173.
O N L I N E G A M E S, E F F E C T S OF 5

Bers, M. (2010). Let the games begin: Civic playing Yee, N., & Bailenson, J. N. (2007). The Proteus
on high-tech consoles. Review of General Psychology, effect: The effect of transformed self representation
14(2), 147–153. on behavior. Human Communication Research, 33,
Cassell, J., & Jenkins, H. (2000). From Barbie to Mor- 271–290.
tal Kombat: Gender and computer games. Cambridge,
MA: MIT University Press.
Ferguson, C. J. (2008). The school shooting/violent Further Reading
video game link: Causal link or moral panic? Journal
of Investigative Psychology and Offender Profiling, 5,
25–37. Kahne, J., Middaugh, E., & Evans, C. (2009). The civic
Ferguson. C. J., & Kilburn, J. (2009). The public health potential of video games. Cambridge, MA: MIT
risks of media violence: A meta-analytic review. Jour- Press. Retrieved from https://mitpress.mit.edu/
nal of Pediatrics, 154(5), 759–763. sites/default/files/titles/free_download/978026251
Lenhart, A., Kahne, J., Middaugh, E., MacGill, A., 3609_Civic_Potential_of_Games.pdf
Evans, C., & Vitak, J. (2008). Teens, video games, and Poor, N. (2012). Digital elves as a racial other
civics. Washington, DC: Pew. in video games: Acknowledgment and avoid-
Martey, R. M., & Consalvo, M. (2011). Performing ance. Games and Culture, 7(5), 375–396.
the looking-glass self: Avatar appearance and group doi:10.1177/1555412012454224
identity in Second Life. Popular Communication, 9(3),
165–180.
Nakamura, L. (2009). Don’t hate the player, hate the Marko M. Skoric is Associate Professor at the
game: The racialization of labor in World of War- Department of Media and Communication, City
craft. Critical Studies in Media Communication, 26(2),
University of Hong Kong. He holds a PhD in
128–144. doi:10.1080/15295030902860252
Sublette, V. A., & Mullan, B. (2012). Consequences of
Communication from the University of Michi-
play: A systematic review of the effects of online gan, and a BSc in Psychology from University
gaming. International Journal of Mental Health and College London, UK. His teaching and research
Addiction, 10(1), 3–23. interests are focused on new media and social
Turkle, S. (1995). Life on the screen: Identity in the age of change, with particular emphasis on the civic
the internet. New York, NY: Simon & Schuster. and political implications of new communication
Wartella, E., & Reeves, B. (1985). Historical trends in technologies.
research on children and the media: 1900–1960.
Journal of Communication, 35(2), 118–133. Nathaniel Poor is an independent scholar who
Williams, D., & Skoric, M. (2005). Internet fan-
lives in New York. Recently his focus has been on
tasy violence: A test of aggression in an online
game. Communication Monographs, 22(2), 217–233.
gaming communities, with an eye to sociology,
doi:10.1080/03637750500111781 history, law, and sociotechnical systems.

You might also like