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Games

2016

An example for the games sector is the game “Fifa 16”. Fifa 16 is a game which you can play on computer, Playstation or Xbox. Fifa is the official game of the FIFA itself. In Fifa 16 you can play football with the official teams and the players of the teams. Furthermore, there are different kinds of game modes which you can play. For some of them you need access to the internet and other game modes you can play offline. In general it is the perfect game for people who like football and want to play with their idols or with their favourite club. (Retrieved from: https://www.easports.com)

 

Another example is Forza. Forza is a simulation game of car racing. It feels very real, The controlling of the cars is focused on the real controlling in the real world. The idea of this game is to put every car you get the license from in the game and some tracks where you can drive the cars. Many people buy the game because they want to drive with expensive cars and they cannot effort them in the real life. So they buy Forza to drive the cars in the game on the xbox at home. Also Forza was bought over million times from everyone not only children. The players can share their customized cars online so that everyone can download the customized cars from other players. (Retrieved from: http://www.forzamotorsport.net)

 

Vilhelmson and Thulin mentioned the impact of technology on people and also the effect of it on home-centred leisure activity, arguing that it competes with in home and out-of-home activities such as watching videos, DVDs and also Television. In Sweden 80% of the population have access to their private and personal computer and 70% have also access to the Internet. In other words you can say that the use of the Internet in one’s leisure time may be displacing other home-based and out-of-home leisure activities. (Vilhelmson & Thulin,2008)

Gershuny observed the twin effects of technology on leisure:

 

Indirectly, where the use of computer technology may free up some of our time for leisure.

Directly, where the technology may create new forms of leisure consumption such as computer games, leading to greater family involvement or solitary participation, shifting the emphasis from public to more private leisure settings.

 

They also point to the potential impact of the increasing use of the computer in leisure time on the local community and social capital, with the shift towards more solitary leisure activities such as the Internet which impacts upon more communal leisure pursuits.

Vilhelmson and Thulin are also talking about the role of the television, not only in terms of its influences upon human behavior and social relationships within the home, but also in terms of its content and potential to generate antisocial behavior.

The Internet is not a social bonding activity for people in the same home or household.

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