Have you ever made an entire social network of friends from other places just by playing online games?

If so, Herman Narula explained in his TED Talk that games could be a means to build co-existence and cohabitation among players. He believes that they can bring one of the most impactful changes in the way we live our lives.

Limits and Possibilities of Games for the Entire Generation

You might have known by now that games have become part of our lives. There are 2.6 billion gamers worldwide as of today. A billion more would come from Africa and India once they gain the infrastructure to realize the possibilities of gaming fully.

Limits and Possibilities of Games for the Entire Generation - THESIS.PH

The sad truth is that games have become limited as enhanced visual immersions on screen. They mostly take place on a single server or machine, limiting the actual information exchanged between players in a single game world. The virtual experiential reality of game worlds has become limited as the game world becomes divided into smaller worlds.

Additionally, the average age of an American gamer is 34 years old. You can say that games mean more than children’s play. It has become meaningful even to other generations. In line with this, Narula pointed out that games are mediums where people earn an income by playing competitively.

How Games Become Interactive Using Computer Science Technology

Through Computer Science, games have changed as technology goes well beyond the limits of codes to create a single game world. Thousands of simultaneous people participate in a conflict. Some of the biggest companies that enhanced simulations and ecosystem for their game design are as follows:

  • NetEase – It is a Chinese company considered one of the world’s biggest companies. They made an assistant creative simulation where groups of players can co-create together across any device.
  • Klang Games – This a company that found a way to model an entire planet comprised of millions of non-player characters and people cohabitating the same space. Their game points out to relationships and identity. As you co-experience and empathize with other players, you tend to go beyond a single identity to a diverse set of personal identities. Empathy allows you to change things and bond with people in different ways and have shared adversity and opportunity.

Final Thoughts on New Realities and Ecosystem of Experiences

It’s undeniable that the economic impact of games is profound. A mobile phone can give you an opportunity for something this creative and prosperous, a job that gives you an income. Today, thousands of people have full-time jobs in gaming, and we expect that a million more people to add soon.

How we approach this opportunity can affect how we amplify its downsides. The past has already placed a limit on games that hindered its significant influences. Herma Narula encourages us to give games a chance and shape this undermined solution more positively than we did before.

Arguably, humans are not good at cohabitation. How does your game-based thesis aim to solve that?

 

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