{"id":287,"date":"2019-05-06T03:31:18","date_gmt":"2019-05-05T19:31:18","guid":{"rendered":"https:\/\/networkconference.netstudies.org\/2019Curtin\/?p=287"},"modified":"2019-05-06T03:31:18","modified_gmt":"2019-05-05T19:31:18","slug":"online-games-and-social-media-platforms-nowadays-make-one-entity","status":"publish","type":"post","link":"https:\/\/networkconference.netstudies.org\/2019Curtin\/2019\/05\/06\/online-games-and-social-media-platforms-nowadays-make-one-entity\/","title":{"rendered":"Online games and social media platforms nowadays make one entity."},"content":{"rendered":"\n<p style=\"text-align:center\"><strong>Abstract<\/strong><\/p>\n\n\n\n<p>This conference paper will be how games changed with digitalization.\nGames got online as a second phase of digitalization. Firstly, games were\nplayed from CDs or programs already installed in the computer. Then with the upcoming\nof the internet and Web 2.0 (interactive) games are nowadays everywhere and easily\naccessible. Social media platforms incorporated games to attract more adepts\nand it worked. Communities are created with each new game that creators put\nonline. Online games are also used to make money through various ways; advertising.\nSocial media platforms are most of the times free thus their only way to make\nmoney is through advertising. However, for the adverts to be efficient people must\nsee it and what a better way to show ads as they play. This paper will also include\nhow technological advancements change when, where and how we play. Mobile games\nare like calling and messaging on a mobile phone, it is a basic feature such as\nan internet connection. Games on mobile phones are popular because it is\naccessible anywhere at any time. Mobile apps do not always require an internet\nconnection hence its popularity. Online games also participate in the viral trends;\nFlappy Birds and Pok\u00e9mon Go; a reason why online games goes hand in hand with social\nmedia. And, another point explained in this paper is the community created with\nonline games. Social media offers a platform to meet people with the same interest\nwithout any time and geographical barrier. <strong>O<\/strong><\/p>\n\n\n\n<p><strong>Introduction <\/strong><\/p>\n\n\n\n<p>Social media platforms and games go hand in hand\nnowadays. On social media platforms, games have more than one utility;\ndistraction, entertainment and money-making business. According to Geraci,\nRecine and Fox (2016), videogames and virtual worlds are progressively becoming\nif not already integral parts of our social and emotional worlds. The\ngamification of social media websites changes the way people interact online.\nNowadays, it is a lot about the competition of playing than to interact with\nfellow followers. The nature of games\nitself changed, for the users it is still entertainment and a form of escapism\nbut for corporation it is a business that makes a lot of money; an economy. It\nis a way of advertising for a lot of businesses but not only. Online games and social\nmedia platforms are interlinked in several ways, but the main ones are\nadvertising and forming a community. Those statements will be further explained\nbelow. <\/p>\n\n\n\n<p><strong>Advertising<\/strong> <strong>and online games<\/strong><\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"271\" height=\"186\" src=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/download-4.jpg\" alt=\"\" class=\"wp-image-305\" \/><\/figure><\/div>\n\n\n\n<p>De Corni\u00e8re and De Nijs (2016) found that formerly for a company to display advertising they would call publishers who have a record of publicities space to sell. But now they go directly to large organizations (social media platforms) that have millions of users henceforth a bigger influence that they would attract new clients daily. Games on social media are free of access so to make money they must find different ways and advertising is one of them. Online platforms forces advert on its consumers by imposing either waiting time for the free access or paying for no adverts. The game itself is free however there is some inconvenience which are often resolve with money. Online games are a whole industry that contributes in more than one way to the global economyO<\/p>\n\n\n\n<p><strong>Online games a business?<\/strong><\/p>\n\n\n\n<p>For Liu, Mai and Yang (2015), video games turned out\nto be a main contributor to the universal economy industry. The games evolution became a business,\nvideogames to online games. Online games needed a new diffusion channel; social\nmedia platforms. Games on social media is used by cooperatives for advertising.\nFor example, Facebook is a free platform and the games on there are also free\n(paid options) thus they make money through advertising. And online games bring\ntogether a huge number of users hence a broader audience for ads. Social media\nplatforms rely on games to operate and vis versa. The more engaging the online\ngame is the more the users will play and share it among friends consequently\nresulting in a lucrative business. And nowadays with mobile phones, online\ngames are an elementary feature the same as calling and messaging; original\nfeature of a mobile phone.<\/p>\n\n\n\n<p><strong>Change in the way of playing<\/strong><\/p>\n\n\n\n<p>New age technology also brought mobile apps and its advantages for the business and consumers. Nowadays, people can play on another application than the game itself. Facebook offers the opportunity to play on its app or on the messenger one. Before to play games, players would have to buy a hardcopy (CD, Floppy disk) of the game and either download it from the CD or play it on the CD itself. But now, players can play directly online; downloading or streaming. Users also do not need to create new account every time they download a game, they can register with their social media account. It is intertwined and when users connect all their accounts together, they contribute to their online footprint. These days, an online footprint is the identity of someone; online presenc<\/p>\n\n\n\n<p><strong>Applications; new way to play<\/strong><\/p>\n\n\n\n<p>For Jepson and Ladle (2015), apps, smartphones and\ntablet devices are now indispensable and very much anchored in our everyday\nlife. The capability to reach quickly things is what makes the success of applications.\nMobile apps changed the way people interact and with games now it is more about\nsending a game request than an actual online conversation. Jepson and Ladle\n(2015), also argued that games applications are the fastest growing type of\napps in terms of sales. One of the most successful gaming apps is \u2018Angry Birds\u2019\nand due to its popularity, Facebook allowed its users to play it on the\nplatform. Some games own their success only to social media platforms. Due to\nthe trending topics, things go easily viral online and everyone starts playing\nit such as Pok\u00e9mon Go. Pok\u00e9mon Go cannot be played on social media site but it\nbecame popular due to people commenting, sharing on it. It became a new age\nphenomenon. Pok\u00e9mon Go is the perfect example to see how much games changed through\ndigitization and upcoming of the internet.<\/p>\n\n\n\n<p><strong>Smartphones<\/strong><\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"275\" height=\"183\" src=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/download-3.jpg\" alt=\"\" class=\"wp-image-304\" \/><\/figure><\/div>\n\n\n\n<p>Social media platforms and online games started on\ncomputers as it was the only way to have access to internet. Nowadays, with\nmodern technologies the standard mobile phones have an internet connection.\nGraham (2014), argued that smart phones applications are the epitome of\ntechnological progress concerning businesses as it increases efficiencies,\nreduced cost and create better customer loyalty. On mobile apps the game\nindustry reaches a broader audience; a lot of games offers a small version of\ntheir game on social media platforms therefore players can play it everywhere\non their app. Facebook suggests games specifically designed for their messenger\napp; easy to find, play and challenge other players.&nbsp; Sharing the gaming experience is at the\npresent time an online latter.<\/p>\n\n\n\n<p><strong>Avatars<\/strong><\/p>\n\n\n\n<p>Even though network externalities are recognized as a\nmajor driver of new product diffusion, testing the existence and the impact of\nnetwork externalities at the individual level has been a challenge rapidly growing are online games In online video games, the consumption utility depends\nnot only on game attributes, but presumably also on the number of active\nsubscribers who can sign in to play. He or she creates an avatar and, joined by\nothers, explores the virtual world through the eyes of the avatar. <\/p>\n\n\n\n<figure class=\"wp-block-image\"><img loading=\"lazy\" decoding=\"async\" width=\"626\" height=\"626\" src=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/avatares-personas_23-2147506491.jpg\" alt=\"\" class=\"wp-image-295\" srcset=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/avatares-personas_23-2147506491.jpg 626w, https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/avatares-personas_23-2147506491-150x150.jpg 150w, https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/avatares-personas_23-2147506491-300x300.jpg 300w, https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/avatares-personas_23-2147506491-400x400.jpg 400w\" sizes=\"auto, (max-width: 626px) 100vw, 626px\" \/><\/figure>\n\n\n\n<p>Avatars are a huge part of the online world; on social\nmedia and online games. People often have their game avatar as their profile\npicture on online platforms. Online games give a feeling of escapism and\nseveral users extend this escapism on their social media platform. Richard and\nGray (2018), reasoned about the representation in online games. Digital games\nhave a huge audience hence a possible way to assimilate diverse individuals and\ncommunities. Online games are lens which makes players experience different\npoint of views and lifestyles; can relate to escapism. However, marginalized\nrepresentations only hurt more minorities than help them. Recurrently, cyberbullying\noccurs on social networking sites because of it. But also, it is a place to\nfind people with the same interest and those people together forms a community even\nthough it is made of minorities.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"289\" height=\"174\" src=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/download.jpg\" alt=\"\" class=\"wp-image-296\" \/><figcaption><strong>Community<\/strong><\/figcaption><\/figure><\/div>\n\n\n\n<p>&nbsp;\u201cAn online\ncommunity comprises an aggregation of individuals or business partners who\ninteract based on a shared interest, where the interaction is at least\npartially supported or mediated by technology and guided by certain protocols\nand norms&#8221;. (Homburg, Ehm and Artz, 2015) Social media platforms create a\nmultiple of community and when games are brought onto them; sub-communities are\ncreated. Players are a fundamental part of the success of a game. Social media\nallows players to connect and interact with people who have the same interest. &nbsp;<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"299\" height=\"168\" src=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/download-1.jpg\" alt=\"\" class=\"wp-image-297\" \/><figcaption><strong>Identity<\/strong><\/figcaption><\/figure><\/div>\n\n\n\n<p>M\u00e4yr\u00e4 (2015), sees gaming as one fundamental arguments\nfor the party of identity. Nevertheless, casual players which are the main type\nof players that you can find on social media platforms appears more passive. Casual\nusers look more obedient to identity effort therefore providing implicit spaces\namong the opinionated parts of productivity. Our online identity often differs\nfrom our real life one. It is very easy to be anonymous online even on social\nmedia; people do not always go by their true name. Even when someone plays with\ntheir social media account normally it is the people who decides whether to\nshare that information. With online games people can express themselves; a\ndifferent version of themselves. Jiang, Heng and Choi (2013), claim that\nindividuals pay more attention to the identity information that they have purposely\nshared. The anonymity encourages people to interact with each other more because\nat the end of the day they will still be strangers.<\/p>\n\n\n\n<p><strong>Multiplayer on social media<\/strong><\/p>\n\n\n\n<p>Playing on social media is basically playing with\nmillions of different people at the same time. Social media is a multiplayer\nplatform for online games. Voulgari, Komis and Sampson (2014), argued that\nmultiplayer games make the game more motivational and interactive. Players play\ntogether to achieve resolve problems or complete a task. On Facebook for\nexample, sometimes to unblock a feature you must invite or share the game among\nyour online friends. Yet, as it was a current trend on social media platforms\nto send game request, it is often perceived as a spam like message which brings\npeople to ignore them. Social media users who do not play on social media\nplatforms sees online games as insignificant because of the spamming. &nbsp;<\/p>\n\n\n\n<p><strong>The business relationship between online games and social media platforms<\/strong><\/p>\n\n\n\n<p>There is a whole business behind the relationship\nbetween online games and social media networking sites. Games are designed to\nsuch a way to constantly create new challenges for the games. Online games are\na never-ending circle there is not really an end to it. There is always another\nquests, another level and goals to accomplish. Liu, Li and Santhanam (2013)\nbelieved that gamers display devotion to games that offer reputation, gratification,\nand social consistency. The players are keener to pay for games features such\nas direct chat and player-to-player interactivity. The popularity behind games\non online platforms is the interaction between players. Users feel more content\nwhen they win against someone; the competition. Some games make mandatory\nchallenging other players. Social media platforms habitually propose\nmultiplayers type of games where you must interact with others to go higher in\nlevels. Those interactions often makes the games more diverting. <\/p>\n\n\n\n<p><strong>Entertainment in online games<\/strong><\/p>\n\n\n\n<p>Online games and social media networks are used for\nentertainment purposes mainly. Games available on social media are mostly\n\u2018light\u2019 games that do not necessarily need a lot of investment emotionally. However,\nRuberg (2015) recognized that there are indeed unpleasant moments in\nvideogames. Social media platforms are addictive and adding games onto it,\nmakes it a triggering combo. Online games bring frustration through difficult\nexperiences, but players keep playing as they see it as a contribution to a\nhappy ending; goals achievement after failing. When players are successful on\nonline games the social media platform send them a request to show the result\namong friends hence bringing competition among users. the competition incites\npeople to keep playing. Some people only use social media platforms to play\nhowever those platforms are still popular for their connecting purposes. &nbsp;<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"275\" height=\"183\" src=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/images.jpg\" alt=\"\" class=\"wp-image-302\" \/><figcaption><strong>Users interacting<\/strong><\/figcaption><\/figure><\/div>\n\n\n\n<p>Social networking sites offers a place to interact with\nother people anywhere in the world. It is easy to find a someone or a group of\npersons that share the same interest and opinion about a theme; a game for\nexample. YouTube is one of the most popular social media platforms among\ngamers. The channels created concerning games are very popular and have huge\nfollowings. According to Chik (2013), gamers use social media platforms to\ngenerate game-related contents which are circulated to the online gaming\ncommunities. &nbsp;The latter are mostly about\nvideo tutorials, fan fictions and cheat codes and they are often in English to\nbe understood by a broader audience. Popular games engross players to make\nresearch about a game and not only play it. When a player encounters a problem\nor cannot pass a level or a quest, now they automatically look for a solution\nonline. Players and users spend a lot of time online as there is always new\ncontent. <\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"275\" height=\"183\" src=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-content\/uploads\/2019\/05\/download-2.jpg\" alt=\"\" class=\"wp-image-298\" \/><figcaption><strong>Addiction to playing and social media<\/strong><\/figcaption><\/figure><\/div>\n\n\n\n<p>Qiaolei, (2014) found that online games are usually a\ncontributor to an addiction to internet. The young people are the one who are\nthe more vulnerable to the \u2018electronic heroin\u2019. The online games and social\nmedia sites are related to the distraction of young people. Gamification is now the norms in the social networking\nsites world. Social media platforms are a reliable source to find innovative\ngames. Consequently, making it a very rapid and easy way to find new games. Students\nprefer to play online and use social media platforms during non-school hours\nthan studying. By doing so they are not keeping up with attending classes,\nreturning assignments on time and keeping up the grades. Games on social media networks\ncan take so much space that people do not care to keep up with social\nengagements such as going out with friends and so on. <\/p>\n\n\n\n<p><strong>Conclusion<\/strong><\/p>\n\n\n\n<p>To conclude, online games and social media platforms are\ninterlinked in our everyday life. Social media networking sites are a pair as\nyou can barely have one without the other. Social media networks offer a\nplatform to interact with gamers but also a place where to play games. A place\nwhere discussions can happen as social platforms regroup people with the same\ninterest together. Online games are one of the fastest mounting industry in the\nentertainment field. By putting social networking sites and online games\ntogether you get a successful combo that generates a lot money, and which\nattracts more and more investors every day.&nbsp;\nIt does not only charm investors but also new adepts. And young people\nare often the one attracted to online games. \u2018The current trend for social web\napplications is to unify different same place.\u2019 (Beneito-Montagut,\n2015) And now with the gamification of it more people are using it as a gaming\nplatform. To be entertained rapidly and at any moment is one of the main reasons\nfor the increasing popularity of online games. <\/p>\n\n\n\n<p><strong>Reference list<\/strong><\/p>\n\n\n\n<p>Beneito-Montagut,\nR. (2015) Encounters on the Social Web: Everyday Life and <\/p>\n\n\n\n<p>Emotions Online.&nbsp; <em>Sociological Perspectives,<\/em> 58 (4):\n537-553 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/44290128\">https:\/\/www.jstor.org\/stable\/44290128<\/a><\/p>\n\n\n\n<p>CHIK,\nA. (2013) Naturalistic CALL and Digital Gaming. <em>TESOL Quarterly<\/em>, 47(4): 834-<\/p>\n\n\n\n<p>839 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/43267935\">https:\/\/www.jstor.org\/stable\/43267935<\/a>\n<\/p>\n\n\n\n<p>De\nCorni\u00e8re, A. and De Nijs, R. (2016) Online advertising and privacy. <em>The RAND <\/em><\/p>\n\n\n\n<p><em>Journal of Economics,<\/em>\n47(1): 48-72 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/43895634\">https:\/\/www.jstor.org\/stable\/43895634<\/a> <\/p>\n\n\n\n<p>Geraci\nR., Recine. N and Fox. S. (2016) Preternatural: Critical and Historical Studies\non <\/p>\n\n\n\n<p>the\nPreternatural. <em>Grotesque Gaming: The\nMonstrous in Online Worlds<\/em> ,5 (2) 213-236<\/p>\n\n\n\n<p>DOI : <a href=\"http:\/\/www.jstor.org\/stable\/10.5325\/preternature.5.2.0213\">http:\/\/www.jstor.org\/stable\/10.5325\/preternature.5.2.0213<\/a> <\/p>\n\n\n\n<p>Graham,\nD. (2014) Mobile Apps Within a Franchise System: The Vicarious Liability <\/p>\n\n\n\n<p>Risk.\n<em>Franchise Law Journal<\/em>, 34(2): 213-221\nDOI: <a href=\"https:\/\/www.jstor.org\/stable\/44734347\">https:\/\/www.jstor.org\/stable\/44734347<\/a> <\/p>\n\n\n\n<p><a>HOMBURG, C., EHM, L and ARTZ<\/a>,\nM. (2015) Measuring and Managing Consumer <\/p>\n\n\n\n<p>Sentiment\nin an Online Community Environment. <em>Journal\nof Marketing Research<\/em>, 52(5):629-641 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/43832390\">https:\/\/www.jstor.org\/stable\/43832390<\/a> <\/p>\n\n\n\n<p>Jepson,\nP. and Richard J. Ladle, R. (2015) Nature apps: Waiting for the revolution. <\/p>\n\n\n\n<p><em>Ambio<\/em>,\n44(8): 827-832 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/24670663\">https:\/\/www.jstor.org\/stable\/24670663<\/a> <\/p>\n\n\n\n<p>Jiang,\nZ., Heng, C and Choi, B. (2013) Privacy Concerns and Privacy-Protective <\/p>\n\n\n\n<p>Behavior\nin Synchronous Online Social Interactions<em>.\nInformation Systems Research,<\/em>2(3):579-595 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/42004283\">https:\/\/www.jstor.org\/stable\/42004283<\/a> <\/p>\n\n\n\n<p>Liu,\nD., Li, X. and Santhanam, R. (2013) Digital Games and Beyond: What Happens <\/p>\n\n\n\n<p>When\nPlayers Compete? <em>MIS Quarterly<\/em>,\n37(1): 111-124 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/43825939\">https:\/\/www.jstor.org\/stable\/43825939<\/a>\n<\/p>\n\n\n\n<p>Liu,Y,\nMai, E and Yang, J. (2015) Network externalities in online video games: an <\/p>\n\n\n\n<p>empirical\nanalysis utilizing online product ratings. <em>Marketing\nLetters,<\/em> 26(4): 679-690 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/24571625\">https:\/\/www.jstor.org\/stable\/24571625<\/a> <\/p>\n\n\n\n<p>M\u00e4yr\u00e4,\nF. (2015) The conflicts within the casual: The culture and identity of casual <\/p>\n\n\n\n<p>online\nplay. <em>Playful Identities <\/em>DOI: <a href=\"https:\/\/www.jstor.org\/stable\/j.ctt14brqd4.23\">https:\/\/www.jstor.org\/stable\/j.ctt14brqd4.23<\/a> <\/p>\n\n\n\n<p>Qiaolei,\nJ. (2014) &#8220;Internet addiction among young people in China: Internet <\/p>\n\n\n\n<p>connectedness,\nonline gaming, and academic performance decrement&#8221;, <em>Internet Research<\/em>, 24 (1):2-20, DOI: <a href=\"https:\/\/doi.org\/10.1108\/IntR-01-2013-0004\">https:\/\/doi.org\/10.1108\/IntR-01-2013-0004<\/a>&nbsp; <\/p>\n\n\n\n<p>Richard,\nG. and Gray, K. (2018) Gendered Play, Racialized Reality: Black <\/p>\n\n\n\n<p>Cyberfeminism,\nInclusive Communities of Practice, and the Intersections of Learning,\nSocialization, and Resilience in Online Gaming. <em>Frontiers: A Journal of Women Studies,<\/em> 39 (1): 112-148 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/10.5250\/fronjwomestud.39.1.0112\">https:\/\/www.jstor.org\/stable\/10.5250\/fronjwomestud.39.1.0112<\/a> <\/p>\n\n\n\n<p>Ruberg,\nB. (2015) No Fun: The Queer Potential of Video Games that Annoy, Anger, <\/p>\n\n\n\n<p>Disappoint,\nSadden, and Hurt. <em>QED: A Journal in GLBTQ\nWorldmaking<\/em>, 2(2): 108-124<\/p>\n\n\n\n<p>DOI : <a href=\"https:\/\/www.jstor.org\/stable\/10.14321\/qed.2.2.0108\">https:\/\/www.jstor.org\/stable\/10.14321\/qed.2.2.0108<\/a><\/p>\n\n\n\n<p>Voulgari,\nI., Komis, V and G. Sampson, D. (2014) Learning outcomes and processes in <\/p>\n\n\n\n<p>massively\nmultiplayer online games: exploring the perceptions of players. <em>Educational Technology Research and\nDevelopment,<\/em> 62(2): 245-270 DOI: <a href=\"https:\/\/www.jstor.org\/stable\/24546585\">https:\/\/www.jstor.org\/stable\/24546585<\/a> <\/p>\n","protected":false},"excerpt":{"rendered":"<p>Abstract This conference paper will be how games changed with digitalization. Games got online as a second phase of digitalization. Firstly, games were played from CDs or programs already installed in the computer. Then with the upcoming of the internet and Web 2.0 (interactive) games are nowadays everywhere and easily accessible. Social media platforms incorporated&hellip; <a href=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/2019\/05\/06\/online-games-and-social-media-platforms-nowadays-make-one-entity\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Online games and social media platforms nowadays make one entity.<\/span><\/a><\/p>\n","protected":false},"author":46,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[3],"tags":[36,105,114,94,65,101,22,38,21,52,63],"class_list":["post-287","post","type-post","status-publish","format-standard","hentry","category-gaming","tag-onlinegamingcommunities","tag-digitisation","tag-gameapps","tag-gaming","tag-online-communities","tag-online-gaming","tag-online-identity","tag-onlinegames","tag-social-media","tag-social-networking-sites","tag-web-2-0"],"_links":{"self":[{"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/posts\/287","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/users\/46"}],"replies":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/comments?post=287"}],"version-history":[{"count":2,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/posts\/287\/revisions"}],"predecessor-version":[{"id":695,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/posts\/287\/revisions\/695"}],"wp:attachment":[{"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/media?parent=287"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/categories?post=287"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/tags?post=287"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}