We often think that video games have a unique ethos. Video game players have their own culture and values. Video game players often self-identify as “gamers” and devote a major part of their leisure time to video games. They discuss games online, follow new trends, and adopt new technology early. Video game play could be understood as a “community of practice,” a name Jean Lave and Etienne Wenger have given to a common social situation around which people collaborate to develop ideas.4 In this sense, the people who play video games
develop values, strategies, and approaches to the practice of play itself. For example, a large group of Animal Crossing players contribute to an online community called Animal Crossing Community (ACC for short) to discuss the game, share things they’ve made, find strategies, or look up the value of different fish, insects, or furniture.5 Within this community, as in all communities, cultural values develop, both by design and by evolution. For example, ACC offers players the option of “getting adopted.” A veteran “Scout” is assigned to a new member as a “foster buddy” to help the newbie “learn the ropes of ACC . . . They’ll also help you with any of your Animal Crossing questions, and may even give you a free item as a welcoming gift!”6
This exert from Ian Bogost's 'The Rhetoric of Videogames' shows how digital games are already changing the world on a social level. ACC is an online community, where people who play Animal Crossing gather to discuss the game and share things they've made. They also work hard to create a friendly environment by othering new users a veteran user to help them out for a bit. This shows how a game like Animal Crossing has developed a community with its own cultural values and opinions that wouldn't have existed without the game.
I think this exert has really opened my eyes to how far games have already developed even though they're still a young artform. The fact that online communities have begun to develop around games shows that games have the ability to inform and persuade people opinions and perceptions of the world. It also shows how they have an affect on a global level. Continuing my research, form here I'm going to continue along this research path finding more examples of videogames impact on the world.
http://mitpress.mit.edu/books/chapters/026269364Xchap6.pdf