A New Take Of Socializing Through A Non-Cooperative Environment
A New Take Of Socializing Through A Non-Cooperative Environment
Socializing games play a natural part in individual growth and the discovery of new skills. Many educators create a game-based environment to support the learning process and encourage their students to develop with the environment. As such, our understanding of socializing games encompasses socializing at the heart of the gameplay.
In a previous article, we discussed the positives of a socialized gaming environment in which all participants share a common objective and journey. This, for instance, makes the classroom the ideal place to introduce game-based learning techniques as students embark together and simultaneously on the same learning path. As a result, socializing games in such an environment can enhance social skills, such as cooperation and support. Outside of the classroom, table top and digital games have recreated a cooperative environment in which players work together to achieve a shared goal. Games such as Pandemic and Forbidden Island come to mind, for instance.
However, whether in the classroom or outside, those socializing games rely on a shared environment where participants have a common goal or journey. As such, socializing happens as much as a result of the gaming experience as a natural extension of the gaming environment. Therefore, we can’t help but wonder whether socializing skills and behaviors would develop in a situation where participants don’t share the same environment.
Games that live at the heart of community behavior
Many of us remember fondly team games that are typically played in cafes and bars. From a game of darts to the typical pool table, some of these games are embedded in the history of our favorite meeting places. Pool tables and dart targets enable players to create a microenvironment within another area. As such, the moment participants join the game; they belong to a unique competitive environment that exists on its own. However, participants don’t share a common goal.
But there’s another item in cafes and bars that establishes a common goal for both participants and spectators: The arcade machine. Indeed, places that invest in arcade machines for sale are the first to observe the creation of a new, cooperative, and socializing environment. Indeed, while being traditionally solitary, arcade games encourage a supportive atmosphere and the exchange of tips. Surprisingly, a game that is designed for competition brings participants together behind a common goal: Beating the arcade machine.
When the community has tales to tell
The Warhammer Community is one of the most significant and most long-lasting gaming families. Introduced in 1983, the table top wargame has attracted millions of enthusiasts all around the world. While the game isn’t cooperative per se, the painting community has developed a unique sense of collaboration and exchange. Warhammer painters have been proudly welcoming new members and sharing tips and support to encourage the art scene. Painters come together for recognition, encouragement, and help and share a common goal: Creating warrior models they can be proud of.
In conclusion, cooperative environments are not inherent to gameplays. Socializing behaviors do exist even in environments that are not designed for cooperation. Competitive games have been seen to promote soft socializing skills and the development of an encouraging and supportive community for all, even though players do play against each other.