Digital games are a new phenomenon and a tradition at the same time. Modern because today it is played on computers and mobile phones. Traditional because games have been around for many years. We wonder why some people see their playing online game as a fun pastime, while others have big problems breaking away from this habit? When does the urge to play become pathological? And why doesn’t it affect everyone? The questions are many, and today we will try to take a look at the psychology of digital gaming, in order to find some answers.
Just look around to realize that there is no age limit for unlocking a Candy Crash level or catching Pokemon. Gaming is based precisely on this particularity of the human species, namely the inability to separate from its infantile side.
But What are gaming and social gaming?
As people struggle to socialize during a period of physical detachment, online gaming is seeing a boom in users. With a user base growing every day, people today are not only looking to kill time but also to socialize a little, and what better way to stay in touch with friends and family than through video games?
Pros and Cons of online socialization
The stereotype still exists that video games distance themselves from reality and relationships because it is common imaginary that users are immersed alone in alternative worlds. But the truth is, a good part of what people do in online games (console, pc, or mobile) is socialized.
The interactions between players often only serve to coordinate actions within a team to overcome challenges or battles, but often also act as a trigger for more in-depth conversations. Many players can form clans to continue cooperating and use (for example) Discord threads to converse outside of the game.
Realizing how popular the gaming phenomenon is, major social networks are trying to integrate into these virtual worlds. YouTube has “game streaming” as one of the most followed content categories. Google’s new cloud gaming service, Stadia, will have integration with YouTube so viewers can play the video game they’re watching with a single click. Facebook has had games like Farmville for many years and Instant Games within its Messenger and News Feed since 2016.
Zuckerberg’s company launched Facebook Gaming last year as a live-streaming hub similar to Twitch and YouTube Gaming. It also recently acquired PlayGiga, a cloud gaming start-up. Snap also recently added multiplayer games to its Snapchat app.
An example of the link between social media and games is Tencent, one of the largest holding companies in China. Not only does Tencent have social giants like WeChat and Q.Q in its portfolio, but it also has some of the largest game developers in the world (RiotGames and Supercell). In addition, the Chinese holding is the most active global strategic investor in the gaming industry.
Technically, most potential users did not have the high-performance hardware required to participate in meaningfully advanced MMOs. Today, users can play video games virtually anytime they want, using a simple smartphone. Furthermore, with the spread of 4G and 5G technologies, satisfactory online performance and interaction with other players are even more easily accessible.
Most people connected to the internet now spend time on video games, and free-to-play mobile games are the largest segment of the industry in terms of revenue and participants. It is also surprising that millions of people do not consider themselves real gamers, yet still spend their money on virtual benefits in video games. Of all consumer spending through various app stores last year, 72% went to smartphone games (with in-app purchases being the dominant revenue stream).
The Bingo as a social game
The game of bingo undoubtedly promotes socialization, allowing the learning of rules and social skills useful for spending time in good company. Bingo was also a way to raise money while still having fun, the bingo creates social dynamics when is time to choose the lucky bingo card numbers for example, or during the numbers extraction.
The extraction phase begins with the extraction of the first number. Players do not necessarily have to pay attention to the progressively drawn numbers. Unlike what happens in real bingo halls, the system here “unmarks” the number called, if it is present on the card. You continue calling other numbers until someone completes a five, that is an entire row of 5 numbers drawn. This involves winning a cash prize which varies from time to time in relation to the number of cards sold, the unit price of the cards, and the amount of the prize pool allocated to that prize.
The next goal is bingo, which is the completion of all the numbers on the card. In the event that two or more players hit five or bingo or jackpot at the same time (i.e. after calling the same number), the prize is divided equally among the players.
At all ages, it is important to train the mind with appropriate games and exercises, but this need is particularly noticeable as the age gets older. Fortunately, there are various games and manual jobs that can be useful for multiple purposes.
First of all, the elderly through play can spend time in a pleasant way, also socializing with each other and with other people.
And if the game requires a minimum of attention and concentration, as in the case of live Bingo, then the mind remains awake and reactive. Thanks to the game, a person of a certain age can avoid (or at least delay) the onset of cognitive or mnemonic disorders.