The evolution in the way that we interact has changed greatly. Face-to-face communication has evolved into virtual communication as technology has advanced.
This can be seen in various aspects of life today, from texting, to social media, to facetime, and even gaming. In the gaming world, it is more likely to engage in virtual interactions with multiple players, than face-to-face or any other form of communication, simultaneously. Virtual games or online games consisting of a large number of players are better known as massively multiplayer online (MMO) games, while the more role-based MMOs are known as massively multiplayer role-playing games (MMORPG). This paper will explain social cognition in a MMORPG environment and how it compares and varies from a face-to face game environment.Social Cognition in MMORPGIn order to effectively interact with someone or something, one must be able to understand the event at hand, this is social cognition.
How is this achievable? The processing of information aids in interactions by way of reasoning, perceiving, memorizing, learning, reading and decision making to name a few, according to (Sharp, Rogers, & Preece 2015). One’s interactions are generally shaped as a result of one’s environment, such as a cultural setting, school, or an MMORPG which can determine how one responds in situations. In a MMORPG, thousands of players come together in a virtual environment, connecting from anywhere in the world. Here they engage in a game compiled of various tasks which must be completed in order to excel. MMORPGs can require a lot of multitasking.
If you are not able to process multiple forms of information at a time it can hinder progress in the games; however, the ability to multitask can be as ineffective, creating a cognitive overload, Academia.edu. MMORPGs consists of maps detailed in the GUI, different functions associated with different keys (i.e left arrow key = move forward, space bar = jump), along with communication channels. This alone requires attentiveness, understanding a map, memorizing key combinations and communicating simultaneously. Communication channels are designed into MMORPGs allowing the players to interact. Players can utilize the chat feature or the speaker to talk among all other players in real-time. The games typically consist of violence (i.
e killng monsters and shooting opposing team). A cognitive overload combined with an environment filled with violence sounds gruesome, yet many indulge in the activity. Studies show that adolescents and adults spend a great deal of time on MMORPGs, four times more than other internet users and compulsiveness and addictions have arisen (Barak, 2008). What about the social cognition in gaming within a different type of environment? Social Cognition in Face-to Face GamingIn a face-to-face game environment such as checkers, the social cognition is different given the circumstances of the event. Here the game consists of only two players as oppose to a massive number of players as in MMORPG. Additionally, the players are face-to-face allowing the interactions to be more in your face.
Opponents are able to see body language and facial gestures that can play a big role in their interactions. The game itself is more on the quiet side and is thought provoking, a form of processing information. Unlike MMORPGs, there is no violence involved in the game, there is however, competitiveness as the goal is to collect all of your opponent’s pieces or lock the board (opponent can make no other possible move) according to the chesslab.
com. Multitasking is minimal as each player is only required to understand the rules of the game and how it’s played, along with watching the other person’s move to make a successful next move. However, cognition is necessary to be overall successful in a game of checkers (i.e decision making, reasoning, and attention). Checkers has been the same game since it emerged, there have not been many if any modifications to the game, nor are there following levels once the initial round is complete. This is another highlight that differs from MMORPGs which allows one to move forward if a level is successfully completed. Repetition may be involved from level to level as in checkers, but it is done in a way that does not leave the player bored or uninterested, it reels them in for more, which is why players spend so much time in MMORPGs. Spades vs.
MMORPGs – User Interaction EnvironmentIn a spades environment, there are more players involved than in a checkers game, however, there is not a massive number of players like in an MMORPG, only up to 4 players. The players in spades typically form a partnership, generally 2 which make up the 4 players. You can pick you partner in spades which is different in a MMORPG environment where you join players that are already in the game (Ducheneaut ; Moore 2004). Although there is a partnership in spades, players cannot communicate with their partner on which card to play or which move to make. One must decide wisely if they are making the right move or one that would not jeopardize their partnership by watching the previous moves if any accordingly. In an MMORPG environment, players can communicate with their teammates, providing assistance as necessary. As stated regarding the game of checkers, there are no additional levels following the initial round in spades.
Players may play a certain number of round until a team reaches the set score for the game, yet this does not create new features and levels as each round is played. The spades environment can feel pressured. With a great deal of competition on the table, partners and opposing players are likely to belittle if the wrong move is made, making it appear as if it was a common sense of a move.
I have played a game of spades where I quit mid-way because of a player cheating or growing emotional when I was losing or was being ridiculed. ConclusionIn conclusion, the way that we interact has changed as technology has evolved. There are many forms of virtual communication which now stand in the place of face-to-face communication. The way we process information can be related greatly to our environment along with past experiences which aid in the processing of information during interactions, cognition.
Processing multiple tasks can result in a cognitive overload. Cognitive overloads can be deemed ineffective as it can impede on one’s ability to perform any task not just multiple tasks at a time. Massively multiplayer online role-playing game environments are virtual environments made up of quests and challenges which must be accomplished to advance to the next level. The interface of MMORPGs requires one’s attention, with a map to show a player where they are and their destination, along with remembering the functions to properly maneuver the game, all necessary designs gamers utilize to engage the user.
A face-to-face game of checkers and a game of Spades both have similarities to an MMORPG; however, their differences show how a player’s environment can impact or even influence a players social cognition in varying ways.