{"id":559,"date":"2019-05-08T18:43:22","date_gmt":"2019-05-08T10:43:22","guid":{"rendered":"https:\/\/networkconference.netstudies.org\/2019Curtin\/?p=559"},"modified":"2019-05-08T18:43:22","modified_gmt":"2019-05-08T10:43:22","slug":"are-the-online-gaming-leading-to-escapism","status":"publish","type":"post","link":"https:\/\/networkconference.netstudies.org\/2019Curtin\/2019\/05\/08\/are-the-online-gaming-leading-to-escapism\/","title":{"rendered":"ARE THE ONLINE GAMING LEADING TO ESCAPISM?"},"content":{"rendered":"\n<p>Online game and communities are\nskyrocketing in escapism day by day as many people tend to create communication\nvia gaming platforms and find a kind of comfort zone and as we all know the\ngaming world has become the new escape for many people. It is seen that most\nkids spend their free time on these platforms and\nplay within a group online; <strong>\u201c<\/strong><strong>Fortnite\u2019s most popular mode is its\nstandalone free-to-play multiplayer platform, Fortnite Battle Royale, in which\nup to 100 players enter an online game, competing individually or as part of\nsquads of up to four, to be the last player standing within an ever-decreasing\nbattle arena.\u201d <\/strong>(Parent zone, 2019). Many children\nactually find their happiness and their imaginary world, specially while\nplaying this game and they tend to escape from the reality. Escapism in an\nonline game and community world can be define for various causes and nowadays\nit is an disadvantage for people to escape as it is a way of finding their <strong>\u201creal world\u201d<\/strong> or happiness. Children are\nrarely seen in society playing offline community games such as marbles or hide\nand seek as they are busy playing on their phones or tablets. This increase the\nrate of escapism as many players are in their own gaming world. For some people\nit is an art to escape from the reality, as the group of people they\ncommunicate with are the real-world community. There is a point to consider\nwhile escaping the real world, it\u2019s that gamers tend to develop another\ncharacter within themselves as they interact with hundreds of people and they\nthus escape their own responsibility as a citizen or as a family member. This\nleads to the a large figure of understanding and non-understanding in the\nsociety.<\/p>\n\n\n\n<p>Various platforms have been created for people\nto communicate with each other but now many teenagers of this generation are\nmore likely to buy a console either Playstation or Nitendo, just to be in touch\non an online community with their friend while playing. <strong>\u201cAs technology continues to advance, so does&nbsp;the\nways in which we can \u201cget away\u201d from our lives. Television, movies, video\ngames, e-mails and smart phones are just a few of the ways people are able to\nescape their everyday lives and waste time. Combine&nbsp;that with an every\ngrowing lethargic population and you realize this is a&nbsp;dangerous situation\nthat is only getting worse.\u201d<\/strong> (Axel Page,\n2014). The game which is trending with online community and\ndiverse season releasing each month is Fortnite and PubG. Multi-players can\nplay in distance or even in different countries but yet communicating with each\nother. <\/p>\n\n\n\n<p>However, this game has allowed many teenagers\nto find an escapism and to communicate freely with their friends or even\nstrangers. While escaping the reality, they tend to also escape their\nresponsibility. Due to lack of integration and complexes, it has played a major\nrole in the society as well as personality where this is complete two different\ndimension.\u201c<strong>&nbsp;Whether it is watching hours\nof television, drinking until all feeling is lost, or experiencing \u201cyour best\nfake life now\u201d on a computer game, these are all means of numbing ourselves to\nthe very real pain and brokenness of the real world.<\/strong>\u201d (Andrew\nHebert, 2018); this is to explain that society has an impact on a person life\nand this is how this may change in a sudden and this is due to people bullying\nother about the complexes. Complexes on the other hand can an overload of\nshyness or of the personality or looks. Looks can be a reason why people want\nto be introvert and escape from the reality. <\/p>\n\n\n\n<p>A shy person is more likely to feel at ease\non an online platform as they want to open up behind the screen and without\nbeing seen in person. Somehow people tend to fake their identity and even their\nprofile image. Avatar is a great tool for them to hide themselves and play\nonline and there are many issues that come along such as online assaulting or\neven being reported from a game.<\/p>\n\n\n\n<p>Since many people are using escapism as a\ntool, Steven Knight has used it in his movies to prove that a little boy\nescapes the world to find his own peace of mind or comfort zone by creating his\nreality by playing a game. Due to his excessive anger he had for his\nstep-father, he could only retain himself by playing games. His pain and sorrow\nwas kept in<strong> his room that he turns out\nto be a gaming world. \u201cSerenity seeks to depict\nthe blurred the lines between technology and real life.&nbsp;In the original\nrules created by Patrick, no one dies. This game is his safe haven \u2014 free of\nviolence and harm. But, as the situation escalates in real life in Miami,\nPatrick changes the rules (much to the chagrin of Mr. The Rules). As the\nprogrammer, he allows Baker to sacrifice Justice\u2026 for justice.&nbsp;<em>Get it<\/em>?\nEventually, we find out why so much of the movie features flashes between a\nyoung boy glued to his computer screen typing code, and the crystal clear blue\nwaters rippling on the shores of fake Plymouth Island\u201d <\/strong>(Morgan\nBaila, 2019). Players who are part of this escapism circle are influencing\nother players who lack integration to play and join the same world which they\nsee as a reality. <\/p>\n\n\n\n<p>Moreover, it is important to consider that\nthere is another type of players such as the geeks who plays normal games based\non movies such as Games of Thrones or board games. They create a profile and\ncommunicate with other geeks. They tend to compare the real world and the\nvirtual world where they escape themselves. Some geeks even create their own\ngaming platforms and allow other member to join the platforms. <strong>\u201cGeek on\nthis one-of-a-kind national show \u2013 bringing his dynamic personality and unique\nperspective as the owner of the L.A.\u201d<\/strong>\n(Todd Bishop, 2018). These persons are highly involve in visual and world\nconnectivity and therefore they have access on universal gaming platform due to\nthe research skill they have and spend their free time playing. <\/p>\n\n\n\n<p>Another game which is\ntrending is the PUBG (PlayerUnknown BattleGround) and has also been rated as the\nten most addictive game. It can be played on mobile phones and computers as\nwell. It is important to mention that PUBG is an age-rated game and consists of\nsevere violence and due to many teenagers under-age who create fake identity or\nwith the help of elders, they still purchase or get the game. The impact that\nis caused can fatale as players tend to react violently like the characters in\nthe game.<strong> \u201c<\/strong><strong>That\u2019s a short explanation of what\nthe game is, but if you\u2019ve been curious about why it\u2019s so popular or confused\nby some aspects of this phenomena, this is a great place to start.&nbsp;<em>Playerunknown\u2019s\nBattlegrounds<\/em>&nbsp;is a strange and idiosyncratic game, but it\u2019s not an\novernight success and there\u2019s a reason it blew up in the way it has. <\/strong><strong>at least one Twitch streamer \u2014 skydives onto an island\nwhere you look for weapons and equipment that is then used to kill everyone\nelse.\u201d <\/strong>(Ben Kuchera,2017)<\/p>\n\n\n\n<p><strong>\u201cHenceforth, violence and character in game has inspired many\nplayers to react as the same in the real life and community.\u201d<\/strong> <strong>(preston, 2008). <\/strong>Being\nobsessed in their own gaming world, they can start dressing up as their\nfavorite gaming character as well as being so violent. Most games contain\nstrong language or nudity or even strong violence nowadays and player can get a\ngaming disorder or tend to imitate without really thinking that they been\nabsorb by this gaming hole or in another word, escape the <strong>reality. \u201c<\/strong><strong>The World Health Organization\nrecently decided to add &#8220;gaming disorder&#8221; to its official<\/strong><strong>&nbsp;<\/strong><a href=\"https:\/\/www.businessinsider.com\/gaming-disorder-classified-as-mental-health-condition-11-2018-6\"><strong>list of mental\nhealth conditions<\/strong><\/a><strong>, stating that gaming behavior\ncould qualify as problematic if it interferes significantly in other areas of\npeople&#8217;s lives. Some people have also suggested there are links between playing\nvideo games and violent behavior, especially in the wake of tragic events like\nthe school shooting in Parkland, Florida.\u201d <\/strong>(Kevin Loria, 2018). This event happened in 2018 and it was a\nyoung student who was the assailant and did the massive shooting attack in a school\nand all this due to; <strong>\u201cTheir games of\nHalo\u201d sometimes ended with Nik screaming uncontrollably, punching doors and\nstabbing seat cushions until their mom called the police.\u201d<\/strong>\n(Jessica Contrera, 2019)<\/p>\n\n\n\n<p>Gamification plays an\nimportant role in online game and community as while playing, there are rewards\nthat are being awarded after levels played.<strong>\n\u201cGamification is easy. It offers simple, repeatable approaches in which\nbenefit, honor, and aesthetics are less important than facility.\u201d <\/strong>(Ian\nBogost, 2011). by these facilities it encourages players to play and win levels\nin order to go the next step. Therefore, these persons know no other places\napart from their room and their tablets, phones or console. This situation is\nnot only affecting young players but adults as well. They develop that fantasy\nin a way that nobody can\u2019t say a word to them, not even their wives or\ngirlfriends and this is having a huge impact in their relationship and the\nsociety. According to the psychologist Jess Hardiman,<strong> \u201cThe report found that 23 percent of adults &#8211; nearly one in four &#8211;\nsaid they had not had sex in the past year, with a large number of them being\n&#8217;20-something men&#8217;,<\/strong><strong>\u201d <\/strong>(Jess\nHardiman, 2019). This is radically taking people\u2019s time and breaking a whole\nbond around a group of people. <\/p>\n\n\n\n<p>Responsibilities\nwere being forgotten and this created lots of conflict as most of the players\nneglected the real world and the families or even studies. World of Warcraft is\na game of limitless adventure that makes players play more and more. Many\npeople became fan of the game and started playing non-stop. <strong>\u201cEvery moment of free time I had, from the\ntime I woke up to the time I went to bed, I spent sitting at my desk\nplaying&nbsp;<em>World of Warcraft<\/em>. I would ignore\nresponsibilities, flake out on friends, and sometimes even skip meals just because\nI didn&#8217;t want to step away from the screen. This was my life, on and off, for\nabout four years. The game sucked me in entirely, allowing me to ignore real\nlife and experience a different world.\u201d <\/strong>(Ethan Gilsdorf, 2009). This shows\nthe addiction rate a person has on this game. The question is, \u201chow many people\nactually get addicted to it around the world?\u201d. There has been reporting issues\nand fake account created online to annoy other players and from these events,\nmany players have given up this game and played another game. But this doesn\u2019t\nprevent them to get back to their own world of gaming world or simply escape\nfrom the reality. <\/p>\n\n\n\n<p>Adding\nto this conclusion, this have explained how escapism isn\u2019t healthy to the many\npeople and especially people who doesn\u2019t play as they are the most affected one\nby being neglected by the one they love and live with. This situation keeps on\ngrowing and new games are trending with online community and things are not\nabout to get fixed very shortly. Many people have tried to help these players\nwho are in the dark side, but this can end up in a successful way as well as a\nconflict. Players become dependent of online games and this is rising abruptly\nwhere this is causing gaming mental issues. These mental issues are creating\nreal fights which leading to school shooting attack or recently at New Zealand,\nthere was a murder attacks which killed 50 people and video that has been shown\ncan clearly be seen that the suspect is acting just like the players in game.\nDriving on people, having no pity to shoot on people walking on the streets.\nEscapism is increasing and the dark phase is increasing as well and the more\nantisocial people there is, the more conflicts will happen. It is very\nimportant for players to play within a time limit to prevent those mishap and\nsince few games has introduced the time limit while playing, this might help as\na control to players who are addicted. Escapism encourage player to create\nanother self within the player itself and this is how thing start and\ndiscourage these people to escape themselves in things that are good, such are\nreading or socializing with a person or more.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Online game and communities are skyrocketing in escapism day by day as many people tend to create communication via gaming platforms and find a kind of comfort zone and as we all know the gaming world has become the new escape for many people. It is seen that most kids spend their free time on&hellip; <a href=\"https:\/\/networkconference.netstudies.org\/2019Curtin\/2019\/05\/08\/are-the-online-gaming-leading-to-escapism\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">ARE THE ONLINE GAMING LEADING TO ESCAPISM?<\/span><\/a><\/p>\n","protected":false},"author":14,"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":[1],"tags":[],"class_list":["post-559","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/posts\/559","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\/14"}],"replies":[{"embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/comments?post=559"}],"version-history":[{"count":2,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/posts\/559\/revisions"}],"predecessor-version":[{"id":725,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/posts\/559\/revisions\/725"}],"wp:attachment":[{"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/media?parent=559"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/categories?post=559"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/networkconference.netstudies.org\/2019Curtin\/wp-json\/wp\/v2\/tags?post=559"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}