Tag Archives: online games

Accenture Report: 84% of Gamers Use Gaming as a Socializing Tool

Gamers are often seen by the public as antisocial, which may be true to a certain degree. However, today, games are not simply used as a means of personal entertainment but also as a medium of communication. Especially in midst of a lockdown due to the COVID-19 pandemic, games have become the bridge that connects friends and people alike around the world.

The Growth of the Gaming Industry

According to Accenture, the gaming industry is estimated to be worth $200 billion. Today, approximately 2.7 billion people in the world play games. China, the United States, and Japan are the three countries with the largest gaming industries. China is estimated to have a population of 929 million gamers, and its gaming industry is valued over $51 billion USD. On the other hand, the US gaming industry is worth around $48 billion USD while housing over 219 million gamers.

In terms of population size, Japan will never come close to China or the United States. However, pound for pound, the game industry in Japan is incredibly massive. Despite its minuscule population, there are around 75 million gamers in Japan. Its gaming industry is also estimated to be worth over $24 billion USD. Apart from China, the US, and Japan, there are 17 other countries with gaming industries valued at over $1 billion USD. UK, Italy, Germany, Canada, South Korea, France, and Spain are some examples.

Gender proportions among gamers. | Source: Accenture

There is a strong belief within the gaming community that the gamer population is dominated by males. This assumption, however, is totally wrong. According to Accenture, 46% of the gamer population are female, 52% are male, and the remaining 2% fall into the non-binary category or people who do not want to mention their gender. Indeed, there are almost as many female gamers as there are male gamers. The rise in the number of females playing games is assumed to be the product of mobile gaming, which makes games far more accessible in general. 

In terms of experience at gaming, Accenture divides its four thousand respondents into two categories: gamers with more than five years of playing experience and gamers who have only played for the past one to four years. Interestingly, newer gamers have different characteristics from the more experienced gamers. In terms of age, new gamers are, of course, generally younger. The average age of less experienced gamers is 32 years old, while the average age of the more experienced gamers is 35 years old. The percentage of new and experienced gamers below the age of 25 is 30% and 25%, respectively. Most of the new gamers, 60% to be exact, are also women. On the other hand, females only populate around 39% of the experienced gamers group.

Industries That Have Benefitted from the Gaming Industry

The rapid growth of the gaming industry has also catalyzed the emergence of other related industries such as esports. Currently, these newborn industries are estimated to have a value of $100 billion USD. Here some examples of these industries and their respective net worth:

  • Esports, $1.3 billion USD
  • Gaming accessories for PC, $12 billion USD
  • PC gaming hardware, $39.3 billion USD
  • Mobile devices, $39.7 billion USD
  • Gaming content creation, $9.3 billion USD
Various industries that have benefited from the development of the gaming industry. | Source: Accenture

The rising popularity of gaming has also undoubtedly impacted mainstream culture. In the film industry, for example, there are a number of films that were based on video games, such as Angry Birds and War of Warcraft. Unfortunately, I must admit that most of these video game adaptation movies have drawn more criticism than praise from its fanbase. In addition to the film industry, gaming also had an impact on the toy and esports industry. Innovations in the gaming industry have also been translated into other fields ranging from education, health, and even the military. For example, education is one of the fastest-growing categories on Roblox.

The concept of gamification is also widely used by people outside gaming. As an illustration, many teachers today implement a point or ranking system in their classes to introduce competitive spirits between students. Games, nowadays, are also used as a place to hang out or socialize instead of just being a tool of personal entertainment. As proof, Travis Scott’s virtual concert at Fortnite was “attended” by 12 million players around the world. Due to the current pandemic lockdown, people also celebrate important moments, such as birthdays and weddings, in video games.

The Social Aspects of Gaming Drives the Growth of Its Industry

One of the driving factors behind the growth of the gaming industry is the development of mobile devices. For one, smartphones are usually much cheaper and accessible than gaming PCs or consoles. Furthermore, a majority of mobile games are free-to-play. Interestingly, however, the emergence of mobile games does not cannibalize the console and PC game market and instead encourages game developers to focus more on the social aspects of gaming. Therefore, don’t be surprised that more and more people today use gaming as a socializing tool.

According to data from Accenture, 84% of gamers say that they use games as a means of socializing with people with similar interests. Many gamers also play to find new friends online. This trend is further reinforced by the current COVID-19 pandemic. 74% of the respondents admitted that the pandemic has pushed them to socialize more through games. Furthermore, as many as 75% of gamers mentioned that a majority of their social interactions occur in games or gaming-related platforms such as Discord.

The importance of social aspects in games. | Source:Accenture

For most gamers, the gaming world plays an important role in their social life. Accenture’s data also shows that gamers spend about 16 hours every week playing games. On average, gamers also spend 8 hours a week watching gaming content and 6 hours on socializing in gaming communities or forums.

Unfortunately, the gaming community is also often known for its bizarre toxicity. Therefore, it is imperative that gamers always try to find suitable friends or communities that can mesh well with their personality. In fact, 84% of the respondents in Accenture’s survey admitted that having the right group of friends is key to an enjoyable online gaming experience. 

Finding a suitable group of friends while playing games is incredibly important. | Source: Accenture

All these data above show that the social aspects of gaming are becoming the main attraction for many gamers today. Thus, creating interesting games from popular franchises will simply no longer cut it. Instead, game developers must always think out of the box to innovate and optimize the social interactions and experiences between the players.

Featured Image: Team17. Translated by: Ananto Joyoadikusumo

How Video Games Change Communication Behavior and Social Interaction

Have you ever known someone chatty on the internet, but is secretly a quiet and introverted person in real life? Or maybe, you are this person. The online era has been vastly affecting how people communicate with one another. Video games, whose growth has been catalyzed by the internet, are also used by more and more people as a medium to socialize. Of course, there are implications to this new trend of social behavior, which will be discussed thoroughly in this article. However, before digging deeper into this topic, let us first take a look at the history of human interaction.

 

The Evolution of Human Communication Tools

Humans are inherently social beings. Communication is the key to the survival of our ancestors and even us today. However, humans have changed their method of interaction according to the technologies or tools that exist at specific time periods. As technology continues to develop, our socializing habits evolves as well. According to a paper called the Development of Communication Technology and its Impact on Human Life, there are four distinct eras that distinguish human interaction methods.

The oldest era took place in 4000 BC when writing was the main tool for communication. The second was commenced when Gutenberg invented the printing press in 1456. Newspapers then came around at 1600. In Europe, the first newspaper printing came from a German company called Aviso di Wolfunbuttel. In Indonesia, Medan Prijaji was the first national newspaper, which operated from 1907 to 1912, according to Kompas.

Matchmaking bureau column in an old newspaper. | Source: Hipwee

Newspapers, as you may have already known, are a form of one-way communication. It is simply impossible to “reply” to a piece of news. However, newspapers in the past have been used as a tool to find friends or even lovers. Indeed, there is a designated “matchmaking” section in old newspapers. The “pen pal” section is usually less common, although I have personally made a friend during elementary school by finding their contacts in a newspaper.

Proceeding from the era of writing is the era of telecommunications. The radio and Films are the primary inventions that formed this era. The term “radio waves” was first coined by the German physicist Heinrich Hertz in 1887. However, it was not until 1896 when the first radio transmitter and receiver were invented by Guglielmo Marconi. Four years later, in 1900, radio began to be used commercially.

In Indonesia, the first generation of radio stations appeared around 1925 in Malabar, Central Java. Radio Republik Indonesia (RRI) was founded on September 11, 1945. This day was later also commemorated as National Radio Day, according to Kompas. Usually, in the past, the radio was used to give greetings to your family or friends, although there is no guarantee that the radio announcer will broadcast our message.

The telecommunications era also includes the arrival of television, which gave way to a variety of communication services. Just like newspapers and radios, TVs are a one-way communication tool. A person can use TV and radio to make announcements to the public, but the listener/audience cannot interact with the messages conveyed. This limitation, however, will later disappear in the fourth era.

The Internet emerged in the era of interactive communication. | Source: Deposit Photos

The fourth era in communication history is called the era of interactive communication. As its name suggests, two-way communication became the norm, and technologies such as satellites, computers, and the internet helped form this trend. According to Forbes, the communication industry in the 1990s underwent major changes thanks to the advent of these brand-new techs. They also established a new array of communication mediums, ranging from email, instant messaging, Voice Over Internet Protocol (VOIP), internet forums, social media, and also online games.

Just like other previous communication tools, social media also evolves from time to time. Friendster, one of the world’s first social media, used to be very popular back in 2001. LinkedIn, founded in 2002, became the standard social media for working professionals. 2 decades later, LinkedIn is still incredibly popular, having more than 675 million users, according to Mary Ville. In 2004, Mark Zuckerberg founded Facebook, which has billions of users today. And two years later, Twitter was founded with the concept of a microblogging site.

Between 2010 and 2011, the emergence of Instagram, Pinterest, and Snapchat changed the focal point of social media content towards images. After the release of TikTok in 2016 by a Chinese company called ByteDance, the mainstream social media content shifted yet again, this time towards short videos. The existence of TikTok is also proof that netizens are now more fond of consuming videos.

Social media is constantly evolving. | Source: Marry Ville

The existence of social media provides several conveniences to us humans, such as connecting with friends or family who live far away. It is also much easier for us to find and connect with people who have the same interests as ours. If you like gaming, you can easily find a gaming community online.

However, social media undoubtedly also has its downsides. Social media is designed in such a way that you can only see the content that you like. Therefore, it can act as an echo chamber that reinforces your biases and polarizes your beliefs. Another problem that commonly arises on social media is cyberbullying, which is caused by the vast anonymity that the internet provides.

Despite its many pros and cons, it is undeniable that social media makes communicating much faster, easier, and cheaper. In the past, you had to consider roaming costs when calling people in different provinces. Now, you can easily connect with people who live in other countries or even continents.

Today, the game is predicted to be the new social media. The arrival of the internet may have single-handedly revolutionized the video game industry. It gave birth to many of the popular online games we know back then, such as Lineage and Starcraft in 1998 or Counter-Strike: Global Offensive in 1999. Initially, online games were used as a means of personal entertainment, similar to offline games. However, especially after the COVID-19 pandemic hit, online games nowadays are mostly used as a medium to hang out, interact, and collectively have fun with other people. 

 

How Games Affect Social Interaction

What comes to your mind when you hear the word cool? Of course, everyone has a different definition or interpretation of being cool. For high school students, for example, cool might be associated with someone who is in a music band, a sports team, or student council presidents. In the past, video game enthusiasts were often labeled as nerds or maybe even losers. Fortunately, the trend today has changed. Now, people who are good at playing games have their own charisma. Being professional esports athletes is a dream for many people in today’s society, even though the chances are extremely slim.

The rise of Pay-to-Win (P2W) games also brought a lot of attention to people who spend a lot of money in-game, often crowned as sultans. Influencers in the gaming world even create content about how much money they spend to acquire certain characters or items. For example, Indonesian YouTuber, feraldoto, spent Rp. 64 million to get Albedo C6 on Genshin Impact.

Unfortunately, many of the negative stigmas attached to gamers still persist until this very day. For one, many still assume that gamers are anti-social or loners. Unknowingly to people with these false beliefs, many people make new friends — or even lovers — through online games. Not only that, in some countries — such as South Korea and China — gaming is considered a social activity. In 2003, Mark Griffiths, a lecturer at Nottingham Trent University, released a study on online gaming. He conducted a survey consisting of 11 thousand Everquest players. From the survey, Griffiths found that 25% of the respondents’ favorite part about Everquest is the element of socializing. Therefore, the idea that gamers are anti-social is extensively misleading. 

In 2007, he repeated the experiment with a different community in online gaming. This time, he gathered 912 Massively Multiplayer Online (MMO) gamers from 45 countries who spent an average of 22 hours a week playing games. From the study, he also concluded that online games are a highly interactive social environment.

Ten percent of the survey’s respondents even ended up in a romantic relationship outside the game,” Griffiths mentioned in BBC. “In-game socialization is actually a concept that has been around for a long time.” And in 2020, when the whole work was brought to a lockdown, more and more people came to the realization that gaming is more than a form of entertainment; it is also a place to socialize and interact.

Last year, gaming has been used as a hangout spot between friends. Important moments, such as birthdays or even weddings, are celebrated inside games. Games have also been used as a medium to show condolences. When streamer Byron “Reckful” Bernsten died in July 2020, World of Warcraft gamers gathered at several locations in-game to pay their respects to the WoW legend.

The Effect of Anonymity On Social Interaction

A person’s behavior in cyberspace is not always the same as his/her behavior in the real world. One of the main reasons why this happens on a vast scale is the anonymity that the internet provides. In online games, for example, rarely anyone uses their real name as his/her in-game name. According to the journal The positive and negative implications of anonymity in Internet social interactions: “On the Internet, Nobody Knows You’re a Dog”, hiding identities can have both positive and negative repercussions.

According to the Social Identity Model of Deindividuation Effect (SIDE) theory, anonymity has the benefit of increasing the effectiveness of a particular group. However, this only applies when all group members completely hide their identity and thus are unidentifiable to each other. If one or more people fail to keep their anonymity, the benefit will cease to exist. Anonymity also eliminates the salience of personal features while enhancing social identity and group immersion.

Anonymity can have both good and bad effects. | source: Deposit Photos

The strength and chemistry in anonymous communities can also bring precarious consequences. One of the most alarming negative effects of anonymous groups is their ability to disrupt major groups using radical ideas. For example, if a minor group of people hates the Indonesian government, they can gather followers to overthrow the government using anonymity.

However, another positive impact anonymity brings is empowering marginalized groups such as women and people with disabilities. Based on the equalization hypothesis, anonymous communication via the internet can balance the “power” held between minor and major groups.

In the real world, we tend to treat people based on their race, gender, appearance, and so on. In cyberspace, however, we cannot see or judge these social cues, prompting us to treat everyone fairly. For example, someone might try to act cool in front of an attractive person of the opposite sex. This cannot occur in internet forums since he/she cannot see the appearance of other people.

The last and probably most obvious advantage of anonymity is privacy. Generally, anonymity has three links to privacy: recovery from social injury, catharsis by expressing their emotions freely, and autonomy by trying new behaviors or activities without having to worry about being judged by the public or known people. Unfortunately, the autonomy and protection that comes from anonymity can also catalyze reckless behavior that might go unpunished.

 

Conclusion

Playing games is no longer considered an antisocial hobby or merely a form of personal entertainment. Today’s games, especially with the current pandemic lockdown, became a medium to interact with friends or new people on the internet. In the past year, gaming has provided a place to hang out and celebrate important moments in people’s lives. 

However, people in the gaming world, or cyberspace as a whole, often put on a mask that does not represent their real-world behaviors.  Due to the protection of anonymity, nobody is afraid to be judged by their appearance, race, or other social cues. 

People in the past have believed that friendships in the online world are pretentious and fragile. However, there are a bunch of internet applications that we can use to stay connected with our friends anywhere around the world, from WhatsApp, Facebook, to Discord. I myself am still in touch with friends that I met in Ragnarok Online from the early 2000s. News about gamers who found the love of their life from games is also common nowadays. Therefore, relationships formed on the internet or online games can, indeed, be very strong and long-lasting.

Translated by: Ananto Joyoadikusumo. Featured Image: Nintendo.

Niko Partners: Pasar Permainan Online Asia Tenggara Diperkirakan Capai $1,2 Miliar di Tahun 2017

Lembaga riset Niko Partners hari ini meluncurkan laporannya yang mencakup dinamika pasar permainan online (online gaming) di kawasan Asia Tenggara, yang mencakup Indonesia, Malaysia, Filipina, Singapura, Thailand dan Vietnam. Menurut perhitungan Niko Partners, di tahun 2017 diprediksikan perolehan di bidang ini mencapai $1,2 miliar atau naik dua kali lipat dibanding nilainya saat ini. Saat itu diperkirakan jumlah online gamer-nya mencapai 132 juta orang.

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LINE Bekerjasama Dengan Gemscool Tawarkan Rp. 13.000 Secara Gratis

Layanan aplikasi mobile messaging besutan pengembang Naver, LINE mengumumkan kerjasamanya dengan salah satu game developer terkemuka Gemscool. Kerjasama antar layanan messaging dengan pengembang game online ini menghadirkan tawaran menarik berupa Gemscool Credit sebesar Rp. 13.000 khusus bagi user Gemscool yang mendaftarkan diri di aplikasi layanan messaging LINE. Continue reading LINE Bekerjasama Dengan Gemscool Tawarkan Rp. 13.000 Secara Gratis

Indomog Adds 7000 Alfamart Outlets to Its Distribution Channels for Online Game Vouchers

Indonesian convenience store franchise Alfamart on Thursday (13/6) announced an agreement with local online payment company Indomog to begin selling MOGPlay cards, its brand of electronic game vouchers. Previously, Indomog has been selling game vouchers at 7-Eleven and Lawson outlets, as well as several supermarket chains and ATMs. With Alfamart on board, Indomog adds 7000 new locations in which gamers can purchase vouchers for online games.

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