"Social gaming": the very existence of the term suggests that regular, single-player gaming is not social.
But what makes them different, exactly? Most people would say the social gaming experience differs from the single-player one in that you interact with other people outside the game. Single-player games aren't social because you're only interacting with dead objects with nothing behind them, your friends aren't participating - it's just you alone with the game. Is this true?
Both types of games - single-player and social - place you within a particular type of world, a world in this sense being a 'familiar realm of interwoven significance'. The single-player world is entirely the creation of a group of people we call "developers", which means the responses and reactions to your own actions within this world also spring from the same source. If we can say that the actions of our in-game character are "ours" - a statement I think most here would agree with - it follows that all interactions between that character and the world's characters and objects are simply discourse between the player and the developer.
Now, it is true that the "realm of significance" within the social gaming world extends beyond the game itself, which means nothing more than that the "world" in a social game is extended to encompass your friends as well as the developer-created game-world. When you encounter a character in Skyrim you are essentially encountering a source of pre-programmed activity and reactivity. You do something and the game responds to that; and conversely the game does something and you respond. The actions and reactions are provided by programming, but that programming is supplied entirely by the developers own creativity. The interaction between the player's creativity and the programming is no different from a highly specialized form of encounter in "real-life".
It is the code which provides the programming for objects and characters in a single-player game: in a social game the code of your friends is merely replaced by a nervous system. The fact that this nervous system is, to no small degree, more complex does not distinguish it qualitatively - the mechanism of your friend's reaction to your character's action is the same mechanism which creates the way a monster in Dark Souls responds to your style of battle.
Now let's go back to the word "social": There are three definitions of the adjective, the most appropriate being "of or relating to human society and its modes of organization". What is it that makes social gaming different from single-player gaming? Only the mode of organization; both forms are relating to human society but in a different way, and both are most definitely social within the meaning of the word.
If single-player games are still "social", could we perhaps say that single-player gaming is less social? Possibly, but that is only because the real people in a "social game" are self-aware: They are aware that they are participating in the game and that is what holds significance for them. For that reason we might see their actions in the game as less restrictive.
But what makes them different, exactly? Most people would say the social gaming experience differs from the single-player one in that you interact with other people outside the game. Single-player games aren't social because you're only interacting with dead objects with nothing behind them, your friends aren't participating - it's just you alone with the game. Is this true?
Both types of games - single-player and social - place you within a particular type of world, a world in this sense being a 'familiar realm of interwoven significance'. The single-player world is entirely the creation of a group of people we call "developers", which means the responses and reactions to your own actions within this world also spring from the same source. If we can say that the actions of our in-game character are "ours" - a statement I think most here would agree with - it follows that all interactions between that character and the world's characters and objects are simply discourse between the player and the developer.
Now, it is true that the "realm of significance" within the social gaming world extends beyond the game itself, which means nothing more than that the "world" in a social game is extended to encompass your friends as well as the developer-created game-world. When you encounter a character in Skyrim you are essentially encountering a source of pre-programmed activity and reactivity. You do something and the game responds to that; and conversely the game does something and you respond. The actions and reactions are provided by programming, but that programming is supplied entirely by the developers own creativity. The interaction between the player's creativity and the programming is no different from a highly specialized form of encounter in "real-life".
It is the code which provides the programming for objects and characters in a single-player game: in a social game the code of your friends is merely replaced by a nervous system. The fact that this nervous system is, to no small degree, more complex does not distinguish it qualitatively - the mechanism of your friend's reaction to your character's action is the same mechanism which creates the way a monster in Dark Souls responds to your style of battle.
Now let's go back to the word "social": There are three definitions of the adjective, the most appropriate being "of or relating to human society and its modes of organization". What is it that makes social gaming different from single-player gaming? Only the mode of organization; both forms are relating to human society but in a different way, and both are most definitely social within the meaning of the word.
If single-player games are still "social", could we perhaps say that single-player gaming is less social? Possibly, but that is only because the real people in a "social game" are self-aware: They are aware that they are participating in the game and that is what holds significance for them. For that reason we might see their actions in the game as less restrictive.