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Influence and Impact of Social Gaming (2018)

Social network gaming is the idea that individuals playing games can connect with each other through social networks either to mutually assist each other or to provide competition. This all depends on the genre of the games played, and even the context in which these same games are played. The usage of games is seeing a constant increase in our daily lives due to the increasing expansion of social media.

Companies are vying for market dominance, looking at ways to further engage with their target audience through mainstream social media giants such as Facebook and Twitter. But can there be ways in which communities from different backgrounds utilise social gaming throughout their community without leaning so heavily on these giants? The growth of social media over the past decade has not been insignificant. Especially supported by traditional mass media outlets, social media is now a platform that is not exclusive for one generation, or class, of people.

This growing trend of usage is expanded into professional or educational communities where some adults may use this as a platform to induce knowledge sharing practices onto their fellow colleagues. The aim of this study is to understand the impact gaming socially has on adults both young and old in various communities, either at higher education or in employment. Factors that may cause this usage could be for companionship or simply for recreation.

Dissertation objectives

  • Examine the effects social gaming has on adults from educational, professional, and recreational communities
  • Understand the extent which age or gender plays a significant role in an adult’s usage of social gaming
  • Examine the position knowledge sharing is amongst communities that use social gaming
  • 12,000 words – 52 pages in length
  • Excellent use of literature
  • Excellent analysis of subject area
  • Well written throughout
  • Includes survey questions
  • Ideal for IT students

1 – Introduction
Dissertation Aim
Dissertation Objectives

2 – Literature Review
Social Gaming Companies
King Digital Entertainment
The Digital World and Age
Workplace Interactivity
Virtual Communities

3 – Research Questions and Hypotheses
Hypotheses

4 – Research Methods
Pilot Survey
Main Survey

5 – Evaluation

6 – Professional, Legal, Ethical, and Social (PLES) Issues
Professional Issues
Legal Issues
Ethical Issues
Social Issues

7 – Results
Pilot Study
Main Survey

8 – Discussion
Interlinking communities
Analysis of Hypotheses
Limitations
Future Work

Appendix

Influence and Impact of Social Gaming Dissertation
Influence and Impact of Social Gaming Dissertation

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