Socialism can be defined as that specific activity that someone does, irrespective of the political, educative, economic or recreational affiliation it has. Video games make a very crucial part of our social lives given the time people spend in front of screens. Not every activity that someone does has a direct affiliation with social lives, as a matter of fact, every activity have a measureable aspect of socialism in it. As interactions remain the most fundamental concept of socialism, virtually every activity is evaluated based on its potential to bring two or more people together in a harmonious platform. Essentially, conclusive research statements are established only after proper research and field studies have been made to reveal patterns that conform to what happens on the ground. The following analysis will evaluate different social situations and field examples relating to videogames and social lives, and highlights the relationship between the two.
- Literature Review
The impact technological advancements have had in video gaming has been a case of study of very many sociologists. Sociologists study all forms of gaming that create a considerable impact on the lives of the parties involved. Additionally, the demographic aspect of socialism is manifested in these sources as they reveal which age group likes video games most, and to what extent does this impact on their lives (Tina, 2014). Furthermore, journals on sociology and publications display sections of the reader’s perspective on the effects of video games in social lives.
- Data and Methods
Data used in the analysis and the formulation of the hypothesis was sourced from different sources. Profiles in online gaming software that revealed not only the duration individuals take during gaming, but also personal information relating to age and occupation were very influential (Alarm, 2013). Additionally, data from individuals who could publicly speak of their gaming habits helped in the gathering of social information that could be directly attached to video games.
Furthermore, various methods were employed during the research that helped not only in the sourcing of information, but also the formulation of hypotheses that matured to theories. The main sources of information were interviews and questionnaires. People from all age groups documented their gaming habits and commented on their perception on what implication gaming had on their social lives (Turd, 2013). This was the most convenient way of establishing the inter-relationship between a social habit and social life.
Additionally, visits to several companies and vendors who sold computers and video gaming gadgets helped in adding financial value to the already documented information on gaming habits. The importance of a specific instrument or activity is directly related to the total amount of money an individual is willing and able to dispatch at the expense of other basic needs. The companies and business corporations offered records from their cashbooks that documented different customers who came to play at their play stations as well as those who came to buy the machines. Interestingly, a further stroll in the streets revealed large numbers of equally distributed gaming zones, play stations and shops that people with gaming habits frequented.
Video games have distinct social significance in the lives of very many individuals and its practice cuts across all age groups with teenagers leading the pyramid. Studies reveal that the video gaming is the most utilized of all gaming activities owing to its simplicity. Nonetheless, there are both good and bad impacts on the social lives of frequent gamers. They are influential when someone needs to relax or to eliminate boredom; furthermore, they help in exercising our reflexes and simple brain activity (Wolf, 2012).
Games like football, video, relays and others multi-player games play an important role in bringing people together. The findings of this research highlight vivid relationships between gaming habits and the impact it has on people’s social lives. As a matter of fact, games are used to enhance the quality of social aspects an individual portrays. Most importantly, it inhibits the formation of social hierarchies, which are the fundamental agents of social alienation.
Alarm, B. (2013). The Dark Side of Social Media. Groningen: Research Institute for New Technology.
Ivan, D. (2013, Oct 30). 10 Video Games That Ruined Your Social Life. Retrieved 03 2, 2014, from What Culture: http://whatculture.com/gaming/10-video-games-ruined-social life.php
Tina, A. (2014, 02 01). How To Balance Video Games With Real Life. Retrieved 03 02, 2014, from The Christian Science Monitor: http://kotaku.com/5990380/how-to-balance-video games-with-real-life
Turd, F. (2013, January 11). On the Affects of Video Games on Social Behavior. Retrieved 03 2, 2014, from Gameinformer: http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=turdfurgy_ log&y=2013&m=01&d=11&WeblogPostName=on-the-affects-of-video-games-on social-behavior-research-paper&GroupKeys=blogs/members/
Wolf, M. (2012). International Center for the History of Electronic Games (ICHEG). The Culture, Technology, and Art of Gaming , 328-329.