Games Changes People Life
Social media gaming or social network game describes a type of an online game that is played through the available social networks. Such games feature multiplayer and asynchronous gameplay mechanics (Minguez, 2014). They are most often implemented as browser games but can also be implemented on other platforms such as mobile forms.
Social media gaming has various ways in which it can change not only people’s lives but even those nations to which people like to play or depend on them as their source of livelihood. For example, the entertainment software association of the united states study shows that the computer and video game industry alone adds US $ 4.9 billion to the United States economy according to that report released in the year 2010. They also estimated in that year that, by 2015 the worldwide gaming would possibly reach $70.1 billion (Lofgren, 2015). Most video game consumers believe that games give them the most value for their money compared to other popular forms of entertainment such as movies or music.
Some of such games are influential in their applications in the real-life experience. A video like S-CITY VT can enable the users to apply different proposals and see how they affected noise levels, energy consumption, and other factors. The block by block project commissioned Fyre; a British Minecraft community can enable users to build models of areas lined up for developments (Serge, 2015).
In the United States alone, Conor Murphy’s 2014 article stereotype-defying gaming statistics, stated that women accounted for 47% of the U.S. gamers up from 14% in 2012. Older players are also becoming fanatical since 29% are over the age of 50. Experts have warned that video games are addictive, but at the same time they can let people embrace their individuality, help them feel competent and can also make them relate to other games exclusively (Minguez, 2014).
Although not all people who play those games on the social network can become addicted to such games, people who have low self-esteem or those who are impulsive may be at a high risk of developing problems. Forbes magazine noted that the future of gaming is not a proprietary hardware, it is in a user-choice and cross-platform playability (Serge, 2015). Forty-six percent of the teen’s play games on mobile devices and 72% use dedicated gaming devices. There are still games intended for children, and that the video games are no longer seen as strictly as toys for kids rather even their teachers argue that those games are educational tools for helping improve focus and concentration in children (Lofgren, 2015).
Advantages and Disadvantages
In considering the benefits of social media gaming, one must first try to evaluate the reasons as to why she or he indulge in such activities. The most beneficiaries are the children who play games, according to the Raise Smart Preschool Child Article of 2015, when you let your child play video games, it gives his brain a real workout. In those games, the skills are aimed at winning which require an abstract and high level of thinking. Such that they will enable kids to gain skills of problem-solving and logic, hand-eye coordination for fine motor and spatial skills, help in planning, resource management, quick analysis and thinking, faster analysis and decision making and logistics in the future (Lofgren, 2015).
According to the entertainment software association report of 2014, 54% of parents believe that video games are positive part of their children’s life, while 74% of parents with children of under eighteen years of age claims that gaming is beneficial to their children’s mental stimulation or education (Minguez, 2014).
Video games and gaming is rife with controversies notably the presence of violence which dominated many early video games and remains to be a major constituent of many games today as the court case in California regarding the legality of certain videos in 2010. That is why currently 85% of American parents are aware of the ESRB rating system, and many are discovery parent controls on video game consoles useful (Lofgren, 2015).
Lofgren, K. (2015). [online] Available at: http://2015 Video Game Statistics & Trends Who’s Playing What & Why? [Accessed 3 Mar. 2015].
Minguez, K. (2014). [online] Available at: http://The Merging of Social Media and Gaming [Accessed 7 Nov. 2014].
Serge, D. (2015). [online] Available at: http://Why is social media important to the gaming industry [Accessed 1 Jun. 2015].