

Even only one in ten venture-backed startups succeeds, and venture capitalists turn down some 99% of the business plans they see. But eight out of 10 new businesses fail within the first three years. Nearly everyone has an idea for a product they could build or a company they could start.
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(PsycINFO Database Record (c) 2013 APA, all rights reserved).įor the want-to-be entrepreneur thinking about taking the leap, the boot-strapped entrepreneur trying to energize a business three or four years in, and the venture-backed entrepreneur trying to scale, Why Startups Fail shows you the key mistakes new ventures make-and how to avoid them. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.

Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. We recognize the value of that research however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. Beyond simply phatic communication or decompression, FarmVille and Facebook through digital ritual participation are increasingly the manifestation of our networked interests, communities, and lives. Social gaming is contextualized as the extension of digital third places complicating distinctions between social network and social networking sites. Through digital ethnographic methodologies the article identifies a number of digital ritual engagements that fit well with Grant McCracken’s (1986)four different kinds of consumer rituals: exchange rituals, possession rituals,grooming rituals, and divestment rituals.

Facebook and FarmVille provide a substantive case study that delves into the topical blurring of lines around the game space or magic circle.

The architectural design that intertwines Facebook and FarmVille is heightened by the formal and informal participation in ritual practices,which we theorize as digital rituals. This article seeks to build a digital ritual framework for the analysis of social gaming and social networking.
