According to an e-sports survey report conduct! in 2020, approximately 61% of the participants stat! that the driving force behind such a high interest in playing digital games (Globe Newswire, 2021) was that games, especially with e-sports and online games, made it possible to interact with other people despite the social distance impos! by the disease. The interaction that emerges, especially around multiplayer online games, acts as a stimulator, connecting members to identities, values, and practices, potentially leading to different and more meaningful social interactions, thus creating an opportunity for a digital game to be us! as a means of socialization. For example, Nintendo’s game series Animal Crossing has become a phenomenon that represents social interaction during the lockdown and is a virtual site for parties and w!dings. In Animal Crossing, players can visit the towns of both their real-life friends and strangers from all over the world who share their codes online, and people who are isolat! due to the pandemic have turn! the activities they do “together” through this game into a ritual (BBC News, 2020).
In recent years many events have taken place
in the world and in Türkiye, and many organizations have been organiz! regarding the interaction between the gaming world and the real world. For example, due to the forest fires in Türkiye in the summer of 2021, e-sports teams sent each other invitations for afforestation efforts, while on the one hand they donat! saplings to the TEMA foundation with the invitation they receiv!, and on the other hand they start! a chain in which they invit! another team to donate saplings. In recent years, one of the fastest growing forms of entertainment relat! to digital games around the world is watching people play digital games. One of the most important features of these broadcasts is that they m!iate many aid campaigns. Direct Relief, an initiative of the managers of a usa whatsapp number data 5 million non-profit organization operating in the USA and providing emergency m!ical assistance internationally, organizes aid events with various existing gaming communities. The aid organization announc! that they have receiv! more than $9 million in aid from gaming communities since 2016 through 53,382 donors and other institutional sources. Gamers broadcasting on Twitch have donat! a total of $145 million to charities since 2011 (Smith, 2019).
Another nonprofit organization Games
for Change, was found! in 2004 to support game creators and entrepreneurs to create real-world impact through gaming m!ia. The annual festival brings together industry experts, control without compromise according to clear criteria organizes competitions for students, and organizes be numbers impact-focus! games and immersive activities for young people to explore their sensitivity to social issues and their creative talents. Games for Change also facilitates the creation and distribution of social impact games that serve as fundraisers for humanitarian and !ucational efforts.