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Why do people behave differently when gaming online vs. offline - Essay Example

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Description of how society defines the social issue The society describes this issue as a complete menace and distracter. Anecdotal evidence sets forth that when people are gaming online tends to exhibit unnatural behavior…
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? Why do people behave differently when gaming online vs. offline? Why do people behave differently when gaming online vs. offline? Introduction Description of how society defines the social issue The society describes this issue as a complete menace and distracter. Anecdotal evidence sets forth that when people are gaming online tends to exhibit unnatural behavior. Scholars assert that, people can glean a lot from other’s psyche given the way they play games online. Scholarly research shows that people behave differently when playing video games with a few close friends as opposed to when they are playing alone (Rouse & Ogden, 2005). Additionally, people also portray unfamiliar traits when gaming online with their family members or faceless drones found online. A number of research studies reveal that analysis of these indecisive behaviors comes because of interactions. With that respect, this paper will seek to set forth reasons as to why people behave differently when they are gaming on against offline. Online gaming When gaming online, people tend to behave unrealistically due to situations endorsed by emotions. For instance, online gaming brings out emotions of anger especially when one does not understand the set rules of the game. Therefore, due to his or her inability and ineptitude to perform better, he or she ends up venting by cussing loudly and obscenely despite the hard efforts exerted. This ultimate failure accompanies other emotions like an awkward pause then a probable apology and finally an explanation that is always suggesting that this person is simply angry. These sorts of attributive emotions are the reason behind why some people behave abnormally when gaming online (Rouse & Ogden, 2005). Description of the social categories affected by the social issue The most affected social category by this issue is the youth who would spend most of their time gaming online instead of making friends and having fun with real friends. Oftentimes, you find some gamers want something like a new hot game from a friend. Playing the newbie normally is not possible for most people. Thus, what happens is that, when the host is showing you the new game styles and the likes, you tend to throw insincere and baseless compliments just to make the host find it vital for you to get the new game (Sayre & King, 2009). Scholarly research put across that this situation describes manipulation and newbie is just playing manipulative in order to get the game. At the time when the host is demonstrating playing modes, because you want the game, you end up putting on a fake and overly happy as well as lucky go persona (Collins, 2010). This kind of gaming results to exuberant online gaming behavior. As such, since this is not the real you, this kind of behavior appear different. A situation gets people playing manipulative in order to get a new game is part of the reasons that makes people behave differently when gaming online. In this arena, this is so because you are familiarizing with a new game within a different social host situation. In addition, people behave differently when they are gaming online since they are not face to face with the game that they are playing. This gives them the impression that they can do whatever they want as they can pretend to be other people as opposed to themselves. Furthermore, people put on a different posture of behavior when gaming online due to the fact that, some people feels that the world of internet and the real world are at two different facets. In this case, different people put on two different faces since they think they can bully a player on the internet and get away without any consequences. In addition to that, people behave differently when gaming online since they can understand they can be whoever they want to be and things that they want to do (Collins, 2010). This is because of the concept that, what they do while online remains sheltered behind the screen hence separates them from what they do in the real world. People behave differently due to many reasons. For example, when one is playing the modern warfare it is possible to reinvent yourself and post unreal scores just to impress others. This accounts for different behavior since this is not the real player. In other circumstances, people act differently when gaming online since they want to hide their lack of skills or silliness (Sayre & King, 2009). The particular scenario where one is trying to disguise learning disability through acting silly exerts a heavy toll on a player, which gives him or her uncomfortable impression. Being silly shows that a player has nothing to offer except an overly and fake kind of an exuberant persona that changes how he or she normally behaves. Gaming offline Society’s change over time concerning your social issue With time, the society changed and transformed to offline gaming where there is some degree of interaction. However, it is agreeable that people exhibit some funny behaviors when gaming offline. They occur due to a number of reasons that all trace their roots from emotions and feelings. They may also incorporate thoughts or expressions but at the end of the day, they change the way one normally acts. To begin with, when people are gaming offline, they tend to do things aimed at relinquishing or wooing for attention. This obnoxious act aimed at gaining other people’s attention changes someone’s normal behavior and in the process, they find themselves acting abnormally or differently. In order to respond to what they are aiming at, they put on a particular level of ego, which pushes them even harder until their abnormal behavior shows itself. Sometimes this kind of ego is annoying that is why it is essentially mature to remain yourself (Sayre & King, 2009). Gaming offline makes some people portray humor, which is senseless. This instance implicates a causal factor, which might be search for fun or jokes. Consequently, when might find him or herself shouting loudly or with a coarse tone that is different from his or her normal behavior. Cases that follow this explanation are childish and exhibit immaturity as well as lack of sense of humor. A normal grown up person being childish, senseless, and immature at times of gaming offline changes his or her behavior completely. Just as elaborated, woe for attention and search for jokes or fun are the main reasons that result from gaming offline (Collins, 2010). However, there are other reasons such as stupidity, which makes some players laugh loudly thinking that they are cool. This sets out loss of options except that of an insecure gamer with a bag of neurosis. This situation result to different behavior of an offline gamer since the outcome falls under intimidation, bullying, and even distraction techniques just to win the game. Conclusion and recommendations as well as the factors affecting behavior In conclusion, most online and offline gamers prefer to be ecstatic when they emerge victorious and violent upon facing defeat. However, they both tend to take comfort and refuge on enough and relinquished information provided it set them free of intimidation. There are tones of reasons that everyone would give just to explain his or her different behavior during games. Nevertheless, in this paper, there is an examination and a clear analysis of reasons behind most online and offline gamers different behavior. It is therefore recommendable that the society should encourage gamers to better persons by limiting the amount of time they spent while gaming and take time to make friends and have fun. In addition, it is recommendable that gamers should avoid taking their angst against other social ineptitudes and resolve to come up with exemplary ways of interacting with real people in the real world. Age, gender, and country are contributing highly to this social issue (Rouse & Ogden, 2005). Teenagers spent most of their time gaming online, boys top the list, and country facilitates internet availability. References Collins, S. (2010). The Hunger Games, Issue 1. New York: Scholastic Inc. Rouse, R. & Ogden, S. (2005). Game Design: Theory & Practice. Sudbury, MA: Jones & Bartlett Learning. Sayre, S. & King, C. (2009). Entertainment and Society: Influences, Impacts, and Innovations. New York: Taylor & Francis. Read More
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