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"All our lives have led to this," my friends joked with me in mid-March.
I was sitting in my little New York City apartment, shocked and agreeing to the fact that I would be locked up for weeks, which could be months. But my friends have assured me that as video game lovers for life, the prospect of sitting on a couch in front of the TV for a long time could be a cake trip. After all, gamers like me already spend a lot of time in front of our screens alone.
But even if they stay alone for hours, the players are not separated. In most cases, it is far from it. With the growth of social media, gamers - especially Gen Z - have developed the art of building communities within and around video games. Gaming players not only compete with strangers online, but also develop genuine, lasting friendships.
In this age of extreme social isolation and mental health problems, players have long had a tool that now brings relief to those who have never taken control before. The explosive growth of sports during the violence has shown that many have found a new place of communication that they desperately need.
As shelter orders declined, millions of people around the world turned to technology-promoting channels to connect with family and friends, such as Netflix Party movie views, Zoom chats, and video games.
There is an outer-space saboteur mobile game among us (downloaded by 100 million people); and Jackbox games that include video chat and timeless things like the Dictionary, and serve as a representation of the inner hours of human happiness. Perhaps the most famous is Animal Crossing: New Horizons. Released in March, Nintendo's Transforming Transformation game that doubled the company's profits brought players down to a tropical village full of talking animals neighbors who helped them redecorate their home, catch butterflies and plant fruit trees.
Games thrive in times of violence, reaching out to people who played regularly, or even to those who have completely ignored them. In the US alone, 4 out of 5 consumers in one study have played video games in the past six months, according to a new study by NPD, an American business research firm. And at a time when many industries are in dire straits, game sales are booming. Global revenue is expected to exceed 20% this year to $ 175bn (£ 130bn).
The tremendous growth in sports during the period of violence has shown that many have found a new place of communication that they need most on their own.
But while the concept of game communication is new to many, video game enthusiasts have been using technology like this to build online friendships and stay connected for years.
Mark Griffiths is a professor at Nottingham Trent University who has written about sports friendships at the epidemic, and has also learned to interact with people in video games for decades. In 2003, he published a study that showed a quarter of 11,000 players in the online game simulation Everquest claimed that their favorite part of the game was connected to other players. He says the study was a direct and indirect contradiction to the belief that video games are divisive, and the actors were not socially sensitive (although those early epidemics were joking about those ideas). In a 2007 study, she looked at 912 multiplayer online role players (MMOs) from 45 countries who played an average of about 22 hours a week, concluding that the online game site was "very interactive".
He says, "Ten percent of those in the study actually kept their romantic relationship out of the game ... The idea of getting together for a game is not new at all." Fast forward to 2020, and Griffiths says that when the Lockdown closure begins and people do not have much to do, "they probably played for the first time, and realized that this was a place you could associate with naturally".
For example, at Animal Crossing, players can visit their hometowns with both real-life friends or strangers sharing their local code online. Flying by sea to my brother's place, full of friendly koalas, has become our 2020 tradition as it continues to isolate itself from Washington, DC, and we miss the family holidays. I also visit friends scattered all over the world, including one high school student whom I have not seen since 2000.
Some people have had their Animal Crossing birthday parties this year, some are going on dates and some couples have canceled their weddings because of Covid-19 until they got married in the game. There is also an online market created by fans where players connect to trade in fruit and rare furniture, called Nookazon. The site hosts a night of trivia and reunion talks for Animal Crossing players.
The epidemic "opened the eyes of many people - even non-players - to what games could do to unite people," said Daniel Luu, founder of Nookazon, a software developer and active player based in Washington, DC. He says one of the top sellers of his site is a 50-year-old woman who has "never played video games in her life". “I think the reason Animal Crossing is so successful is because anyone can play it. There are tons of good stuff, tons of fun characters, tons of customizations, ”he said. "It really helped to show that video games are not limited to, such as, Call of Duty."
Maybe they were playing for the first time, and they realized that this was a place you could associate with naturally - Mark Griffiths
Lin Zhu is a graduate student in psychology at the University of Albany in New York. In September, he wrote a paper on Animal Crossing and the Epidemic, published in the journal Human Behavior and Emerging Technologies. Zhu says Animal Crossing in particular provides escape and a cool sense of security in these turbulent times - which has helped bring new players into leisure activities. "The epidemic has not only reduced the chances of face-to-face contact, but also allowed more people to learn about sports as a new platform for social networking."
Amazon-owned Twitch, where people watch other people play video games on live webcasts, chat in real time with the broadcaster and other viewers, shutting down five billion hours of viewed content in the second half of 2020 alone. Relationships have increased by 83% compared to last year. New record.
"This is what we have been doing for many years," said Erin Wayne, the company's director of public marketing and creators. He started as a site presenter himself playing the best-selling game, Minecraft. It is the same game in which a Japanese elementary school held a bachelor's degree instead of a Covid-19 event. He says the basic model of connecting game players and broadcasters "has not changed because of Covid".
Wayne adds that Twitch has become very popular, expanding its platform beyond gaming consoles, especially during the 2020 censorship limit. The writers of the books hosted the book launch, the artists hosted concerts and even the hardworking queens made shows, all following the actor- streamer model. There are also new gaming communities built on the site, including LGBTQ players and gamers who have served in the armed forces.
Like most societies, sports have their share of toxicity and hostility. But when Jay-Ann Lopez, a London-based actress, launched a closed Facebook group in 2015 calling Black Girl Gamers a safer and more inclusive place to deal with racism and sexism in the sports community, she was able to build a living community. that has since grown on all platforms like Twitch. This summer, there was a conference of completely black women experts in the field, which has long been dominated by white men.
Lopez says the games have helped young and old players alike "stay connected, connected and healthy" during violence. "People have long looked down on that or called players 'strange', but now people and companies want to know how digital relationships are maintained. It is easily accessible to people. ”
Thus, while many people who stare at the screen may appear to be unhealthy, even the World Health Organization believes that it can be key to improving our relationships with others. Earlier this year, it launched #PlayApartTogether. And as mental health professionals emphasize the importance of relationships, social interactions in these times, they are also beginning to experience direct psychological and social benefits from play for generations.
As the epidemic continues and millions around the world face months of isolation, sports continue to be an amazing way of life. Those new players may continue to play even after they have been allowed to associate in person. A Google survey showed that 40% of new players said they were likely to continue playing video games after the disease.
“It has now been added to the list. A lot of people have seen what it can do - community games have always been there, ”said Nouuazon's Luu. "It's been around for years."
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