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Hi Chanelle & Ken
Great points made here and got me thinking about a recent experience I had at a friends house who has a (pretty advanced) VR setup. He is an engineer and self labeled cyber-geek. I found QuiVR archery game very intense and was actually puffed out after the excessive movement. This year most of the headsets released will not only be the highest definition yet but also the cheapest to hit the consumer market. Additionally, most are now wireless so one is free to walk around unbound. My friend pointed out he is waiting until the end of the year where he will buy two so he âcan hang out with friends and play all these games with them in virtual realityâ. The pace of this makes me envision the use of parks in the future where kids are playing virtual soccer, potentially on the fields of brazil against children from all over the world, each with a headset, locking them in for an amazing game. The opportunities this kind of technology presents are so vast that I think we cannot even begin to imagine its capabilities, particularly for physical activity.Â
Our desire to move and exercise is largely motivated by out surroundings so imagine one could run on Venice Beach or go with a friend who lives in Italy at Lake Como?Â
*cancels Fitness First membership*Â

W10: The culture of social gaming
Social gaming is a term many people may feel familiar with.
Me? Not so much. In fact, there is zero familiarity here - so Iâm going to start with a light refresher on what this term actually encompasses:
Social gaming; game applications integrated into social networking platforms (Hou, 2011).
This term still isnât overly familiar to me. The most âsocialâ we got with our gaming as children was discussing how healthy our Tamogotchiâs were in the school playground. If youâre also over 25 - you might recall how hard it was to keep yourself healthy as a child let alone remember to feel a fictional pet. The struggle was real.
While I appreciate the definition above is relatively broad, I want to explore the reality behind the social gamers that choose to play in their spare time over actual non-digital human interaction â because I have heard there are millions around our globe that live for this lifestyle.
One question that pops into my mind â and again, I reiterate: I have no personal interest in social gaming, probably due to my childhood spent without hundreds of social platforms available to me, so this is only my opinion â is what are the health or social benefits these gamers are missing out on?
Facebook opened its platform to developers over 10 years ago, allowing gaming developers to jump onboard the social revolution (Swinburne Online, 2018) and subsequently, the trend has reached new heights. However, what about the facts surrounding the antisocial aspect or inactivity of online gaming culture?
Obesity rates in children have tripled in the last 30 years, with research concluding a strong link to sedentary lifestyles such as those devoted to online gaming (Bond, Calvert, and Staiano, 2013). Studies have also recently found that children aged between 8-18 years typically expose themselves to online gaming for 90 minutes per day (Rideout, Foehr & Roberts, 2010), exposing them to a MUCH higher risk of adolescent obesity and a decreased quality of life. Furthermore, researches have confirmed that those heavily associated with online gaming communities experience negative impacts to social engagements and at times may âwithdrawâ in social circumstances which do not allow the anonymity or circumstantial control that online gaming typically affords them (Hou, 2011).
For me, this begs the question: how will future innovations and technologies positively or negatively impact this gaming culture â will it be enhanced, or redirected to encourage physically activity? Will societies value wellbeing one day influence, or eventually change the notion of gaming?
I guess only time will tell.
Share your thoughts on social gaming, and how you see this evolving in our future.
References
Rideout V, Foehr U, Roberts D, 2010, Generation M2: Media in the lives of 8-18 year olds. Menlo Park, CA: Kaiser Family Foundation, viewed 28 May 2018, LinkÂ
Bond, B, Calvert, S, and Staiano, A, 2013, Electronic Gaming and the Obesity Crisis, New Dir Child Adolesc Delv: 2013 Spring, vol. 139, pp. 51-57, LinkÂ
Swinburne Online, 2018, â10.2 Social Gaming: Playing the crowdâ, Swinburne Online: MDA20009, viewed 28 May 2018, LinkÂ
Hou, J, 2011, âUses and gratifications of social games: Blending social networking and game playâ, First Monday Journal, vol. 16, no. 7, viewed 28 May 2018, LinkÂ
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Cognitive researcher Daphne Bavalier found that adults who played video games like Call of Duty were better able to deal with visual and auditory distractions simultaneously.
#supertasker
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Founded in 2004, Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.
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#presspause#gamesimitatinglife#equality#empathy#feministgamers#teachthemyoung#ethical standards#conciousconsumption
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Indeed, after posting this I had a chat to my partner and some other male friends who I was surprised to find out, all played GTA when they were young. None seemed concerned with the content barely remembering the details or simply having a laugh about the âstrip clubsâ.
A study by Alessandro Gabbiadini in 2016 reveals boys who play the kind of games where âwomen are secondary characters ⊠who are used as sexual objects by playersâ show diminished empathy toward female victims.
It is no surprise that in these games boys always wish to play the male protagonist role and the women are scantily clad decor in the backdrop. This not only shows females playing that this is how they should dress or that they are meerly the object of sexuality for a male but it also shows boys this. In GTA most women are prostitutes or strippers who are often used and abused (quite literally).Â
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Welcome to GTA, your patriarchal initiation to society.Â
59.6% of males who play GTA fall within the age range of 10-21 yrs old.
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Welcome to GTA, your patriarchal initiation to society.Â
59.6% of males who play GTA fall within the age range of 10-21 yrs old.
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A vision appears in which these computers on our desks are turning into portals to another realms of existence, realms of our own creation according to idealized standards of fun and personal validation, realms that will one day be preferred to Earth by who knows how many people.
Castronova, 2008
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Game, over.
What is a gamer?
Oxford defines it to be someone who âplays video games or participates in role-playing games.â
Now, just like this definition has two distinctions, so too do real life gamers.
The first, he who plays video games is the everyday player. Those who have downloaded a fruit ninja or angry birds.
The second, takes that definition one step further and not only plays the game but becomes part of it through role play.
The latter is a fascinating segment of the gaming culture. Some label these cyberwarriors with stigma of isolation and obsession and I must admit, the more research Iâve done - the more I agree. You see, these games require time, dedication and patience. Much like the real world, the synthetic world is always on, it is a parallel realm in which when you are not there, it does not stop. You could be missing out on quests and wars all because you decided to go to Sunday mass with Nonna.Â
Serious gaming requires time and there is only twenty-four hours in a day. âMost of them earn their keep doing work online, those who work outside the house tend to rush home and log in as quickly as possibleâ (Castronova, 2008). As only the compulsory life items retain prominence, everything else becomes secondary in the pursuit of advancing in the game.

So then if gamers are like this because of the synthetic environment the next question is why?
Why do individuals choose quests and wars in their role-playing model instead of life?
The fundamental truth to this is when we take on a role, we are assigned an entirely new life and status. This allows us to be or do many things we cannot in our normal lives, âTheir online existence, however, is marvellous; it is fair, just and beautiful. Friends and family are there and our protagonists are powerful, respected, and quite accomplishedâ (Castronova, 2008). Sounds good doesnât it? The assurance that you can layout everything youâve ever wanted and know that it is possible to create your utopian vision. Far more secure than the uncertainty and biased structure of society which cannot guarantee a thing. No one can even inform you of the levels or players here making it impossible to prepare for!

Take a second, imagine all the time you dedicate outside work, to life (this could be your family, friends, outings, cooking, gym, etc) How much would this equate to, in a week, a year, a month?
While not all are as obsessive, the true gamers destine a significant portion of their free time to these online digital dimensions and somethings gotta give.
This is no way a judgement, merely a reflection and perhaps, these gamers have a heightened perception of the âright worldâ which instead of the real world is in fact the digital world.
ReferencesÂ
Castronova, E. (2006). Synthetic worlds. 1st ed. Chicago, Ill.: University of Chicago Press, pp.249-267
Graves, L., Stratton, G., Ridgers, N. and Cable, N. (2008). Energy expenditure in adolescents playing new generation computer games. BMJ, [online] 336(7637), pp.1-15. Available at: http://bjsm.bmj.com/content/42/7/592 [Accessed 25 May 2018]
Humphreys, S, De Zart, M 2014, âThe Lawless Frontier of Deep Space Code as Law in EVE Onlineâ, Cultural Studies Review, vol. 20, no. 1, pp. 77-99
SnagFilms (2018). Gamers. [video] Available at: https://www.youtube.com/watch?v=96mV-ed_fg8 [Accessed 25 May 2018]
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As always Amanda, very fun and applicable read. I think there are never too many reasons to keep active, particularly given our sedentary lifestyles but on this one I will sadly have to disagree in certain elements.
Of course some activity is better than nothing but a base of absolute sectarianism must not be the starting point of analysis. In your comments you ironically hail these games as an answer but these are the exact games that have caused our inactive nature.
In 2008 the British Journal of Medicine conducted a study into Youth Activity levels and found that when playing games like Wii and Xbox they constituted only half of the physical activity levels one would reach in regular exercise.Â
(BMJ 2008)
To further hone in on your example of Pokemon Go, this journal article by Maria Faccio highlights the incredible number of accidents and deaths that the game has induced. Peoples failure to see reality when sucked within the synthetic world has caused unconscious repercussions.Â

(Betters, 2016)
The game even has itâs very own Pokemon Go Death TrackerÂ

(@gettigina on Twitter)
Reality is looking MUCH healthier to me!
References
Graves, L., Stratton, G., Ridgers, N and Cable, N (2008), Energy expenditure in adolescents playing new generation computer games, BMJ, [online] 336(7637), pp.1-15, Available at: http://bjsm.bmj.com/content/42/7/592 [Accessed 25 May 2018]
Faccio, M and McConnell, J (2018), Death by Pokémon GO: The Economic and Human Cost of Using Apps While Driving, [online] NBER, Available at: http://www.nber.org/papers/w24308.ack [Accessed 25 May 2018].
Social gaming + exercise = healthy?
Is it possible to improve your health while gaming?Â
Iâve always associated gaming with sitting on my behind, a can or two of coke, an endless supply of chocolate nearby, headphones on, never to see the sunrise or sunset, at least not until the next day! Surely this behaviour canât encourage a healthier lifestyle?Â
Or can it?Â
Perhaps, change the snacks out for celery sticks, carrot straws and a tub of tzatziki, a glass or two of waterâŠ.. better right?Â
According to Maciej Behnke, the idea isnât so crazy⊠particularly with games like Pokemon Go, a game whereby players are connected via a community, play through their mobile devices to seek objects to help them level up, and wait for it, walk to each target! (Behnke, Dziekan, Guzik, Kaczmarek & Misiak, 2017) Yes, walkâŠÂ
Gaming socially not only provides a unique experience for the user, but it encourages connectivity with other like-minded individuals that otherwise wouldnât be connected. Additionally, with games like Pokemon Go, which encourage movement within the play experience, the âvirtual worldâ gives an individual flexibility to connect with others inside and outside of the playing world.Â
Pretty cool. Maybe more games should be tailored this way?
Source:Â https://gph.is/2biaBlX
So letâs look at the health benefits:
Source: https://gph.is/28JO8Aq
Maciej Behnke goes on to explain through their study that video gaming used to be a sedentary activity whereby users, like I just sat back and watched the day go by, stuffing myself with all sorts of nasty but super tasty morsels, but now, with development enhancements have been made to the gameplay experience to incorporate exercise into the mix. I recall playing Wii tennis, and ended up a little buggered! At the time, I felt embarrassed, but I shouldâve thought, hey, this is more fun than the treadmill! and itâs giving me a good heart experience (Behnke, Dziekan, Guzik, Kaczmarek & Misiak, 2017).Â
Games like Pokemon GO have also allowed the inside play to come to the outside world, encouraging connections with people that otherwise would not have had the opportunity. Additionally, it is important to realise the correlation between higher physical activity and a healthier body (Miles, 2007), coupled with the potential for weight loss and healthier composition that reduces the risk of high blood pressure and diabetes, crippling conditions in todayâs day and age (Buttriss & Hardman, 2005).
A good dose of Vitamin D through sun exposure wouldnât hurt either!Â
Essential takeaways from this research are as follows;
Individuals who played Pokémon Go more were more physically active.
Individuals who played Pokémon Go more spent more time outdoors.
Health and social gaming motives predicted stronger health outcomes.
Men played more and derived more health benefits from Pokémon GO.
There I have it, there are some games out there that can encourage my 13 year old to drag himself away from the console in order to soak up a little vitamin D. No longer will there be whinging and whining, itâll be just a matter of better choices!Â
References:Â
Behnke, M, Dziekan, M. Guzik, P. Kaczmarek, L & Misiak, M, 2017Â âThe Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokemon GO useâ, Computers in Human Behaviour, pp 356-363, viewed 25 May 2018 <https://www-sciencedirect-com.ezproxy.lib.swin.edu.au/science/article/pii/S0747563217303527>
Buttriss, J., & Hardman, A. (2005). Physical activity: Where are we now. In S. Stanner (Ed.), Cardiovascular Disease: Diet, Nutrition and Emerging Risk Factors: The Report of the British Nutrition Foundation Task Force (pp. 234e244). Oxford: Blackwell Publishing.
Miles, L. (2007). Physical activity and health. Nutrition Bulletin, 32, 314e363.Â
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Great post.Â
I think âparticipatingâ in this kind of slackivism speaks just as loud or even louder than not doing anything at all. Personally, I would never use one of the Facebook filters or repost an Instagram story or undergo an ice-bucket challenge, but further more, I would most definitely judge those around me that did.Â
My point here is that I think being a âslacktivistâ speaks more about you than your cause. That is to say, I much prefer to see the tangible effects of helping (and encourage my friends to do the same) rather than see a filter on a picture. This superficial action tells me far more about how they wish to be perceived by society than who they are.Â
How many likes for this one Tom?
YOU ARE A SLACKER!
Yeah Mr. Strickland (finally I found a way to quote again Back to The Future!) we all are slackers, and all this social networking and technology may be the cause! Since their early days, technology and social media have generated the hope that they might gain an important role in the reinvigoration of democracy, and more broadly, a role in activism, politics and change (Bakarijeva, 2009). Very often, while being on Facebook, Twitter or other social networking platform, we come across NGOs, political partyâs pages, or invitations to demonstrations or sensitisation campaigns about this or that. No matter what the cause is, you can easily share it and get people involved, and they all are just a quick click away (McCafferty, 2011). But even though politics and activism are kinda everywhere and omnipresent, and it is so easy to share idea(l)s, compared to 100 years ago, when the biggest revolutions were taking place and they could not use this powerful means we have today called âInternetâ, is social media really making a difference (McCafferty, 2011)? Is it contributing to change the world for the better? Or are we all just ready to support with a click but not really doing anything else about it (McCafferty, 2011)? The term slacktivism has been created to describe this absurd condition, more and more people live in. Most people are happy to show off that they âââcareâââ, but are not as happy to actually leave everything and go strike, for example, or go demonstrate, or start a revolution!

A very good example of slacktivism, which I have personally always found irritating, is applying filters to your profile picture on Facebook, to show your friends, and friends of friends, that you actually give a damn. Or is it just because its cool? Do you remember? It was the French flag filter in support of the attack at that club in Paris, a heart with the Union Jack for the Manchester attack, the âJe Suis Charlieâ slogan in support of that French magazine or the âWe Stand With Londonâ frame following the London attacks.Â
ATTENTION! I am not saying that these people actually did not care of, or were not sad for, what had happened, but Iâm saying that there might be other forms of internet activism we could move on to, that could actually do way better than applying a filter to your profile picture. Donations, for example, which thanks to platforms like PayPal and similar websites, are getting easier and easier to give, and also, pardon my criticism, do not involve any sort of self-advertisement. Just a thought.
References:
McCafferty, D 2011, Activism vs. Slacktivism, Communications of the ACM,Vol. 54, no. 12, viewed 5 May 2018 at <http://dl.acm.org.ezproxy.lib.swin.edu.au/citation.cfm?id=2043182> Â
Bakardjieva, M 2009, âSubactivism: Lifeworld and Politics in the Age of the Internetâ, Information Society, vol. 25, no. 2, pp. 91-104 viewed 5 May 2018 at <http://web.b.ebscohost.com.ezproxy.lib.swin.edu.au/ehost/pdfviewer/pdfviewer?vid=1&sid=96077bf0-c13b-4dc6-9786-c3ee12dab4ac%40sessionmgr104>Â
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I have to say, this has been an absolute virtual blast.
Not only have we looked at theory but managed to incorporate it into every aspect of our current lives morphing the digital with sociological.
This is by far the most interesting collaboration Iâve had through Swinburne online and itâs been amazing to have such intellectual peers to share it with.
Thank you Rebecca for challenging us to be tech savvy and for everyone whoâs put in so much thought, effort and personal experiences into each post.
Iâve had a ball... whatâs next???
Over the past 9 or so weeks, weâve come to know each other, share our thoughts, experiences through this lovely lil medium, called Tumblr.Â

source:Â http://www.geckolvldesign.com/about-me/gaming-group/
Iâve truly had an absolute ball. It occurred to me over dinner with my family tonight, that our lovely TP is coming to an end soon⊠and the âneedâ to blog, will be gone with itâŠÂ
I will honestly miss our interactions. Youâve all provoked thought in me that I didnât think about prior, and Iâve loved it.Â
I kinda donât want it to stop⊠but how can we continue? Would we continue? What would we chat about? Would you want it to continue, or are you happy to just let it go?Â
Musings of a now addicted Tumblr fanâŠÂ
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Using your acquired online skills in the real world like..
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I hope your virtual cat has survived!
On a side note an angel investor is an affluent individual who invests in startups in exchange for ownership equity or convertible debt. Essentially, they seek people who already have a great idea or concept and simply need that extra financial boost to get them going. They often wish to remain anonymous in their actions but partake in angel investing because it can be very rewarding to see ideas or individuals you believe in grow. Â
The âangelâ part refers to their salvation of another (in the financial sense) and of course, in parallel to their anonymity.Â
Here is a list of the 15 biggest angel investors of all time. It gives an idea of the entrepreneurs they've backed and the fact that you probably wonât know even half of them by name.Â

People Power
I recently listened to an interview where Howard Shultz, founder of Starbucks, outlined the trials and tribulations of creating a coffee empire.
Shultz began brewing in a small corner within an existing coffee manufacturing house. His overnight success sparked the independent move to his first store in 1986 christened âIl Giornaleâ. A loyal, consistent customer base fueled his desire to seek investors for further growth and expansion. During this key phase of investment, Shultz personally met and pitched the âIl Giornale Masterplanâ to 242 potential investors with the hope of raising 1,700,000 million.
In parallel, he was offered the opportunity to purchase all six âStarbucksâ stores. In his quest for investors, which had proven difficult in the past, Shultzâs lawyer Scott Greenburg urged him to meet a Senior Partner at his firm. This happened to be Bill Gates senior who after meeting, offered him the funds to purchase Starbucks. Shultz later fused and rebranded the companies under the Starbucks label. The rest, as they say, is history.
I use this story not to highlight the varying degrees of separation, but rather to show the many barriers entrepreneurs face faced.Â
Itâs not what you know itâs who you know.Â
Right?Â
Wrong.
Today, with an idea and an internet connection everyone is accessible and that changes everything. The internet has created an entirely new level environment in which platforms like change.org and kickstarter.com can allow for an idea to be forged, fostered and grow.Â
These virtual shark tanks cultivate inventors and game changers alike, allowing them to seek market feedback, specialist input and financial investments.
Additionally, it expands audience participation to (as much or little as desired) which determines the eventual success or demise of a product. Previously, this gatekeeping role was limited to those in senior positions of power or angel investors. Today, everyday citizens can partake in the innovative process which is only logical. Who knows what you want or need better than you, the buyer?
An informed consumer is a wise consumer hence this global understanding of products, their creation and distribution allows for a new notion of market supply and demand.
The public element also ensures any erroneous information or misinterpretation is corrected. The internet, much like your year 12 English teacher, will pick you up on every last detail.Â

The internet has essentially demolished traditional business barriers and today there are no rules.
You can be as creatively flamboyant and inspired as you wish and potentially have a community to back your exploding kittens or backpack bed concept. âNobody is as smart as everybodyâ and that is the magic of people power.

ReferencesÂ
CNBC, 2018, CNBC Tech Check Evening Edition: May 08, 2018, [online] Available at: https://www.cnbc.com/video/2018/05/08/cnbc-tech-check-evening-edition-may-08-2018.html [Accessed 9 May 2018]
Elkington, J and Hartigan, P. 2008, The power of unreasonable people, 1st ed, Boston, Harvard Business Press, pp.105-148.
Gillespie, T 2014, The politics of platforms, Center for Advanced Study, University of Illinois at Urbana-Champaign, https://www.youtube.com/watch?v=6hxcofU_o7Y [Accessed 8 May 2018]
 Howard, J 2006, âThe Rise of Crowdsourcingâ, Wired, 14 June, http://archive.wired.com/wired/archive/14.06/crowds.html [Accessed 8 May 2018]
 NPR, 2017, Starbucks: Howard Schultz, [podcast] How I Built This with Guy Raz, Available at: https://www.npr.org/templates/transcript/transcript.php?storyId=551874532 [Accessed 8 May 2018]
 Image References
Board Game Geek, 2018, A selection of the cards in the World Wide Web pack. [image] Available at: https://boardgamegeek.com/image/2811461/cards-against-humanity-world-wide-web-pack [Accessed 9 May 2018]
Vinish, D 2018, 20 Years Old Starbucks Coffee Philippines - Where it All Began, [online] Steemit.com, Available at: https://steemit.com/busy/@davinsh/20-years-old-starbucks-coffee-philippines-where-it-all-began [Accessed 9 May 2018]
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They ainât playinâ
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