Visual 201 (Visual Culture and Digital Media)
Victoria Fong Yik Yee (1051484)
To what extent online game worsens social interaction.
Computer has become one of the most influential factors on our lives. It was first developed as a decentralized computer network for the U.S. army, moved on to become an academic worldwide information communication system, and eventually came to encompass almost every aspect of our daily existence, and became the host of millions of users (Gackenbach and Ellerman, 1998). Nowadays computer does not only used for doing research and homework, it also provides platform for a group of people to play different varieties of video game. According to Sproull and Kiesler (1986), “since communicative cues such as facial expression, voice tone, and the physical bearing of those conversing are filtered out, computer-mediated communications are of limited value as compared with face-to-face interaction. Therefore communication through the computer was seen as impersonal and lacking depth and emotion”. Hubert Dreyfus claims that you need the body interaction in order to get the full experience.
“Yahoo Game! Pool” and “the Sims city” are used as examples of online game to explain this topic. The paper is divided into four parts. The first part is the definition of online game and the brief introduction of “Yahoo Game! Pool” and “the Sims city”. The second part states the difference between online communication and offline communication based on “Yahoo Game! Pool”. The third part is the analysis of how online game affect social interaction based on “the Sims city”.
First of all, the definition of online games is “games that are played over some form of computer network. At the present, this almost always means the Internet or equivalent technology; but games have always used whatever technology was current: modems before the internet, and hard wired terminals before modems. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity beyond single player games.” (Online game, n. d.). This means online game is a kind of game which players play through the internet.
Some online games include more than one player to play at the same time while some online games require one player. The games that are used as an example of online game are called “Yahoo Game!Pool” and “the Sims city”. They are the most popular online games in the world. For “Yahoo Game!Pool”, it strives to be a realistic pool
game. There are various types of billiard games played around the world. “Yahoo Game! Pool” focuses around the 2 most popular pool games: 8-ball and 9-ball. In the Yahoo pool game, there is a function which likes MSN, which means players can send messages to the other players through the instant messaging programme. For the Sims city, it is a role play online game. Player will have a new identity and the player is encouraged to make choices and engage fully in an interactive environment. This has attracted many people playing this game, and definitely one of the reasons for the increasing popularity of this game.
When playing “Yahoo Game! Pool”, player is able to communicate with unknown people around the world. However the online communication is very different from offline communication. According to the Social presence theory ( Short et al.,1976), “social presence depends not only on the words people speak but also on verbal and nonverbal cues, body language and context.” If people want to convey a message clearly to each other, gestures, body language, facial expression, appearance, voice tone are all very important. However, the communication involves in “Yahoo Game!Pool” does not obey the rules of offline communication.
Firstly, when playing “Yahoo Game! Pool”, player can send message to the other unknown players, however when sending message, body language and voice tone are absent, therefore “signal needed to understand conversation may be missing; for example, when face to face, speakers can check frequently with each other to ensure they understand the conversation as it progresses. Nonverbal signals such as a nod of the head, a quizzical look, or a wave of the hand can say a lot.” (Preece, 2000) The lack of those nonverbal communication elements in online game definitely causes a lot of misunderstanding among the players.
Secondly, in offline communication, “seeing and hearing the speaker enables the listener to infer information regarding the context of the conversation and the speaker’s feeling.”(Preece, 2000) However when people playing “Yahoo game! Pool”, they cannot see the player who is playing with them, as a result the distance communication will generate communication problem and most often people are unable to convey the speech to others and this usually cause frustration among the players.
The above are how the online game communication different from the communication in the real world. In the following, Sims City is used as an example to discuss how online game affects social interaction. “Social interaction is a dynamic, changing sequence of social actions between individuals (or groups) who modify their actions and reactions according to the actions by their interaction partner(s). In other words they are events in which people attach meaning to a situation, interpret what others are meaning, and respond accordingly. Social interactions, which consist of social actions, form the basis for social relations.”(Social interaction, n.d.). “In 2002, the Sims became the top-selling PC game in history, displacing the game Myst.” (The sims,n.d.).The increasing popularity of the Sims City has seriously affected the social interaction of the real world.
First of all, according to a computer and video game survey 2004, there is a sharp growth of online game market from 2002 to 2007.

Graph showing the growth of online game market
Source: Push.(n.d.). Computer & Video Games Survey 2004 Results. Retrieved from
http://www.video-games-survey.com/2004_results.htm
The above graph has shown the growth of online game market, which implied that there are more people playing online game.

Figure showing the time of people spending on playing online game
Source: Push.(n.d.). Computer & Video Games Survey 2004 Results. Retrieved from
http://www.video-games-survey.com/2004_results.htm
The above figure showing the time of people spending on playing online game is also very large. From the graph, large percentages of people spend more than 10 hours on playing online game. The rapid growth of online game market and the time people spend on playing online game showed in the above charts show that people are spending less time on face-to-face communication. These definitely cause adverse effect on social relationship and hence affect the social interaction.
Secondly in December 2002, “the Sims online” was invented. Actual human players can interact with each other.(The Sims online, n.d.) They can talk to others just like MSN. This kind of role play online game creates a new identity to the players. They consider themselves as the character of the game. It is very common that people cannot distinguish their real identity. They are easily mixing up the real world and the virtual world, and hence they behave like the way in the virtual world. Take the Sims city as an example, in the Sims city, people can control their character to encounter sexual relationship with other characters by simply pressing a button. Therefore spending long times on playing online game can easily change the personality of a person. However, there are differences between communication and norms of behavior in real world and the virtual world. Behavior that is allowed in the virtual world may not be accepted in real world, for example, cyber sex may happened easily and acceptable in virtual world, but it may resulted in sexual abuse in real world. The changing of personality result from indulging in playing online game will make one difficult to communicate with others and hence affect one social interaction.
Also, the mode of communication in virtual world is different from the real world, pressing buttons in virtual world may have different functions, but in real world, communications are based on words, verbal language and body gesture, getting the habit of using the button to represent certain functions or emotion may result in ineffectiveness of face-to-face communications. In other word, there is no button in the real world to replace words, verbal language and body gesture, and getting too addicted in the virtual world just increase people distance from the real world and social distance with others.
Finally, when playing online game, people usually demand a fast pace. This is what happen when people playing “the Sims city”. When one of the player react slowly or does not respond to others, then the other players will send some short messages through the instant messaging programme. The message is generally include one word only, such as “quick”, “hello?”. Sometimes, people even use emoticon to convey message. The tones are all missing. “The use of simple and direct language in the online community will also change the way people talking in the real world”. ( Walther,1994,P.476). They tend to use short and direct sentence to communicate which make listener feel that the speaker is rude; as a result social relationship is badly affected and hence worsen social interaction.
A healthy social interaction should include verbal element, body gesture, facial expression and voice tone. All these are necessary to construct an effective communication. However, the online game culture has destroyed some element of effective communication, and consequently affects social interaction in a bad way, therefore in a very large extent, social interaction have been worsened by the rapid development of online game.
Reference list:
1) Gackenbach, J. & Ellerman, E.(1998) Introduction to pychological aspects of Internet use. Psychology and the Internet: Intrapersonal Interpersonal and Transpersonal Implications (p7). San Diego, CA:Academic Press.
2) Sproull, L. & Kiesler, S. (1986) Reducing social context cues: electronic mail in organizational communication. Management Science (P.1492-1512).
3) Online game, retrieved Decemcer, 1,2007, from http://en.wikipedia.org/wiki/Online_game
4) Short, J., Williams, E.,& Christie, B.(1976). The social Psychology of Telecommunications .London:
5) Preece, Jenny (2000).Online Communities, England (P.151)
6) Walther,J.B. (1994). Anticipated ongoing interaction versus channel effects on relational communication in computer-mediated interaction. Human Communication Research, P.473-501
7) Social interaction, retrieved November, 22, 2007, from http://en.wikipedia.org/wiki/Social_interaction
8) Online game, retrieved November,22,2007,from http://en.wikipedia.org/wiki/The_sims
9) Push.(n.d.). Computer &Video Games Survey 2004 Results. Retrieved from
http://www.video-games-survey.com/2004_results.htm
10) The Sims Online, retrieved November,22,2007, from http://en.wikipedia.org/wiki/The_Sims_Online